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![[image loading]](https://i.imgur.com/e46ve6g.png)
Legends of Runeterra is a free-to-play CCG currently in development by Riot Games and announced during their 10th anniversary stream. I would personally describe it as a mix of M:tG and Hearthstone.
Key features - Combat phase where each player gets a chance to attack and defend. - Champions with powerful effects that can level up to unlock their full potential. - 6 available regions with distinct play styles, with more on the way. You can mix up to 2 regions in a single deck. - No card pack purchases in this game. For F2P players, play games and complete daily quests to level up your selected region's "battle pass", which rewards you with: ○ Cards of that specific region ○ Wildcards, which can be transformed into any card of the same rarity - Riot is committed to balance the cards regularly, if need be.
Resources Transition Guide for Hearthstone players Transition Guide for MtG players
These guides should help you get up to speed according to your previous CCG/TCG background. Still, the best way to understand the game and its unique flow is to play it.
Deck Builder https://lor.mobalytics.gg/deck-builder/new
The Mobalytics Deck Builder allows you to easily import or export decks to the game client. The UI experience is better than the current in-game deck creation menu and I highly recommend it for building your decks and theorycrafting in general.
Getting access Great news! Everyone will get to play in the Open Beta of the game starting Friday, Jan 24 7:00pm GMT (GMT+00:00). If you were already granted access to the game in the past preview patches OR signed up to the beta before January 19th, you will be able to play a day earlier! You can check out the info on the Open Beta here: https://playruneterra.com/en-us/news/open-beta-faq/
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Figured I would start a thread for this. Anyone else managed to play the game?
Since my CCG background is limited to Shadowverse and a bit of Hearthstone, I enjoyed learning the more M:tG-like mechanics of the game (combat phase, multiple turns in a round, etc.) and how that gives you more ability to react to your opponent. Definitely need to spam more PvP games before the beta ends and experiment with decks. Also looking forward to the full release, if Riot can keep their promise to not have an egregious card unlock system and allow you to have fun even as a F2P player; it's the main reason I ditched Hearthstone very quickly after trying to play it without spending money.
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ive seen some streams of it. doesnt look like its anything too innovative for the genre but i would love to hear others' opinions on it since the game seems to be really hyped atm. i don't think it'll be another artifact at the very least.
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Based on the games streamed, it looks like the combat system resembles MTG, the mana system resembles HS, and the hero evolution is similar to Shadowverse. They borrowed the fun elements from many oither CCGs, I think it might be fun to try. The win conditions of each deck is very different, and it looks like there are fun OTK combos available.
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I've played it a bit, and while I like the mechanics from a gameplay perspective, playing feels kind of clunky and slow, and it makes it hard for me to keep playing. Hearthstone always kept me playing, which I think represents doing something right.
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Last day to try out the Preview Patch, the complete card set has been unlocked so you can build any deck. The access ends at 02:00 GMT (+00:00) so this is your last 11 hour or so to play the game until the next beta in November.
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It's pacing pushes me away... though streamers I respect say they love it.
It's unfortunate... I have trouble seeing it doing well as a streamed game. So I am not sure how it will do even if it's fantastic.
I have high hopes, though.
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Got in on the last day, animation seems sluggish and some effects take a long time to play out, hopefully they will work that out by next phase. I appreciate the game mechanic more than HS, being able to respond to your opponent's moves adds a lot more depth to the game. The reserve mana system is also quite interesting, although I wish you get to choose if you want to spend the reserve first or not when a spell is played.
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On October 21 2019 23:16 Glacierz wrote: Got in on the last day, animation seems sluggish and some effects take a long time to play out, hopefully they will work that out by next phase. I appreciate the game mechanic more than HS, being able to respond to your opponent's moves adds a lot more depth to the game. The reserve mana system is also quite interesting, although I wish you get to choose if you want to spend the reserve first or not when a spell is played.
Hope they add an option to disable animations, they are pretty cool looking but if your turn timer continues ticking down while the animations are playing, it's going to be frustrating when you are roping.
The reserve mana is actually called "Spell Mana" and can only be used to cast spells so I don't see the point of giving you the choice of using your unspent spell mana when casting spells. I like the inclusion of the spell mana because it helps tremendously when you have bad draws and can't play on curve and you can also deliberately choose to not play cards in some rounds in order to cast a big spell earlier than usual in later rounds. This in turn opens up your mulligan possibilities since it is not necessarily doomed if you don't get a 2-mana follower to play in your first 2 turns.
On October 21 2019 22:04 travis wrote: It's pacing pushes me away... though streamers I respect say they love it.
It's unfortunate... I have trouble seeing it doing well as a streamed game. So I am not sure how it will do even if it's fantastic.
I have high hopes, though.
The constant back-and-forth is confusing and feels sluggish if you are used to Hearthstone-like CCGs but as others mentioned, it's also what adds depth to the gameplay. It takes a couple of hours of play to figure it out but once you do, you will get used to it and everything will feel smoother.
They already reached 100K+ viewers during the closed beta, although you can argue that this is mostly due to the stream giveaways + viewers wanting to see what the hype is all about and that could die down in the future. However, I'm more than confident that it won't go the way of Artifact: LoR will be F2P on release and they should continue to have a good progression system to unlock cards without spending money, which in turn should give them a much larger player base. It's more complicated than HS but it has none of the convoluted triple-lane system of Artifact that is hard to follow for viewers and since it's free, people can try it out easily, get used to the game flow and see if they like the game or not.
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On October 23 2019 01:31 Torchise wrote:Hope they add an option to disable animations, they are pretty cool looking but if your turn timer continues ticking down while the animations are playing, it's going to be frustrating when you are roping.
I hope not. Disabling would give you a notable gameplay advantage (longer effective turn time). Systems that require you to remove aspects of the game in order to optimise them are poor design.
Dealing with spell animations is a core part of digital CCGs. Their existence rewards players who plan their turns efficiently.
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On October 23 2019 01:31 Torchise wrote: I like the inclusion of the spell mana because it helps tremendously when you have bad draws and can't play on curve and you can also deliberately choose to not play cards in some rounds in order to cast a big spell earlier than usual in later rounds. This in turn opens up your mulligan possibilities since it is not necessarily doomed if you don't get a 2-mana follower to play in your first 2 turns. You are right, I misunderstood how it worked before. Control decks seem to benefit from this the most, as they are often not able to utilize the mana base fully in the early turns.
There are interesting decision points around when to attack if you already have minions on board when the turn starts. Putting up more minions before attacking means the opponent has a chance to respond. Reading the opponent's hand becomes quite important and I feel this is where this game adds the most complexity compared to the likes of HS.
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The next Preview Patch is releasing tomorrow November 14th at 16:00 GMT (+00:00) and will last till November 19th. This preview build will add the Expeditions mode, which is Riot's take on an Arena mode but with seemingly less RNG. You can check out this video for an overview: + Show Spoiler +
More details can be found in their FAQ.
If you didn't get the opportunity to play the game previously, now's your chance: Riot will send out more invite this time around. If you already got an invite for the previous Preview Patch in October, you will not need to get a new invite; once you have an invite, you will also get access to all subsequent betas until release.
I've also updated the OP with a resources section, details on the game's progression system and a roadmap to the release date.
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Seems like they took things from HS Arena and HS Adventure mode and then added improvements. At least I am quite optimistic that they improved on it. So far they seem to have analyzed their competitors games well and identified the problems.
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Anyone else got a chance to play? I am currently experimenting with a Shadow Isles/Freljord control deck but centered around the Atrocity spell and They Who Endure. Dream scenario is a OTK (which I haven't got yet) but it still does decently well so far. Haven't tried playing Expeditions so far.
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Just try the expeditions. I think its pretty amazing. Not just put big stats on the board like HS arena, but very much about synergistic cards and adapting your deck. Even stuff like Fiora can work.
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On November 16 2019 15:36 Redox wrote: Just try the expeditions. I think its pretty amazing. Not just put big stats on the board like HS arena, but very much about synergistic cards and adapting your deck. Even stuff like Fiora can work. It's definitely part of the plan, I want to spam some Expeditions during the Preview Patch to check it out. I always preferred constructed play to the draft-based mode in HS/Shadowverse, mainly because I suck at drafting cards on the spot to create a good deck when I don't know what is going to come up next and I always end up with average decks at best. The fact that Expeditions has less RNG makes it much more appealing to me.
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The 2nd preview patch is over and I only managed to get in 1.5 Expeditions run; wish I got the time to play some more. Here's a couple thoughts about my Expeditions experience:
- I like that you have Synergy picks which guide your deckbuilding and makes more decks and champions viable. I also like that you have the opportunity to trade a card after some games in order to further improve your deck during a run.
- Meta: There seems to be a rampant usage of decks using Frostbite spams, felt like 30%+ of my games were using that. There is 1 memorable game where I tried to kill an Ashe for 8+ rounds but my opponent kept her safe by freezing my challenging unit every single time I wanted to kill her which was extremely annoying. My current trial run (which was in progress before the server shutdown) was making good use of Noxus/Ionia units with Elusive and I just went aggro, which seemed pretty effective. Too bad I can't continue playing right now to see how far I could take it. 
- Time: I spent an evening playing Expeditions and I could only complete 1.5 Expeditions runs, or 3 trial runs. I'm sure that aggro decks can get by much faster though. The longest Expeditions run I can think of would be winning 6 games in your 1st trial and then being able to improve that to 7 in your 2nd trial. Worst case scenario is to lose every other game until the 7th win, which would mean 13 games played on 1st run + 13 more games on 2nd run which is a total of 26 games for a single Expedition. Obviously, this would not be your typical scenario and you could retire and claim your rewards at any time if you did not want to play anymore, although I don't really see the point of doing this since the run costs a lot and you get good card and XP rewards.
- Cost: Speaking of costs, an Expeditions run is very expensive (4000 shards). For reference, 4k shards is what I earned during the 2 test periods by completing the prologue + getting 3 regions' reward pass to level 8 + 3 level ~9 weekly chests. I'm guessing they want to encourage people to spend real money to buy the 3 weekly Expeditions run. They also prevent you from doing free plays of Expeditions (with no rewards) by locking this feature behind completing the first 3 weekly runs and it resets weekly. So it seems like you basically have to be a god at Expeditions and go infinite in order to get your full Expeditions rewards without paying money and you can't even play this game mode casually (without rewards) if you don't do so.
- Balance: Riot seems to prioritize Expeditions balance over constructed play. For instance, they completely changed Assembly Bot this patch, citing that it was broken in Expeditions for their reasoning behind this change. I don't like that balance philosophy since it might ruin cards/builds that are perfectly fine in constructed. I'd prefer if they did another approach that would leave constructed play untouched, e.g. removing problematic cards from the Expeditions pool.
Might seem like I am very critical of the game but overall, I enjoyed my experience and I just want them to improve it (mainly, the cost to access Expeditions). It's been a while since I got this excited by playing a game and I'm optimistic about its future.
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3 days till beta! any hype on TL forums?
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I would if I could get access...
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This is weird because we do have the liquid legends side site. Which in itself was started humbly by a thread probably overproduced out of hope and love to be the thread that people gather for.
I'll give it a fair shot. Riot's existence is based on learning how to do things better then other games at the thing they're doing.
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On January 20 2020 20:28 FaCE_1 wrote:I would if I could get access...  You can rejoice! It was recently announced that LoR will enter Open Beta (meaning everyone can download and play the game) starting from Friday, Jan 24 7:00pm GMT (GMT+00:00). If you already played LoR or pre-registered for the beta before this week, you'll get to play 24h sooner. I'll update the OP since the roadmap info is out of date.
More info can be found here: https://playruneterra.com/en-us/news/open-beta-faq/
On January 21 2020 06:48 Sermokala wrote: This is weird because we do have the liquid legends side site. Which in itself was started humbly by a thread probably overproduced out of hope and love to be the thread that people gather for.
I'll give it a fair shot. Riot's existence is based on learning how to do things better then other games at the thing they're doing. Originally, I wanted to start the LoR thread in the Liquid Legends forum, under the "Other Games" section that I saw when creating the thread but I didn't realize that Liquid Legends is apparently coded as a "hidden" subforum of TL.net which meant that the "Other Games" section I saw was actually on TL.net, so that's where this thread ended up... This also explains why I have a LoL icon next to my name in the OP (which I didn't even know was a feature). Maybe it could be argued that it would be more appropriate to move this thread and discussion to LiquidLegends but LoR is a standalone card game that is separate from the League Of Legends client and game, the only thing that it has in common with LoL is the lore and the fact that it was created by the same developer. There was also someone else that created a TL thread under "General Games" for "Project A", which is Riot Games FPS game that was announced a few months ago. So I'm not sure what are the TL admins thought on this situation (if any), I'll try to bring this up with AdsMoFro (admin for LiquidLegends) and get his opinion.
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EDIT: Double-post, my bad
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oh shit !! nice !!
I know what i'm doing thsi early week-end
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On January 23 2020 11:03 Torchise wrote:You can rejoice!  It was recently announced that LoR will enter Open Beta (meaning everyone can download and play the game) starting from Friday, Jan 24 7:00pm GMT (GMT+00:00). If you already played LoR or pre-registered for the beta before this week, you'll get to play 24h sooner. I'll update the OP since the roadmap info is out of date. More info can be found here: https://playruneterra.com/en-us/news/open-beta-faq/Show nested quote +On January 21 2020 06:48 Sermokala wrote: This is weird because we do have the liquid legends side site. Which in itself was started humbly by a thread probably overproduced out of hope and love to be the thread that people gather for.
I'll give it a fair shot. Riot's existence is based on learning how to do things better then other games at the thing they're doing. Originally, I wanted to start the LoR thread in the Liquid Legends forum, under the "Other Games" section that I saw when creating the thread but I didn't realize that Liquid Legends is apparently coded as a "hidden" subforum of TL.net which meant that the "Other Games" section I saw was actually on TL.net, so that's where this thread ended up... This also explains why I have a LoL icon next to my name in the OP (which I didn't even know was a feature). Maybe it could be argued that it would be more appropriate to move this thread and discussion to LiquidLegends but LoR is a standalone card game that is separate from the League Of Legends client and game, the only thing that it has in common with LoL is the lore and the fact that it was created by the same developer. There was also someone else that created a TL thread under "General Games" for "Project A", which is Riot Games FPS game that was announced a few months ago. So I'm not sure what are the TL admins thought on this situation (if any), I'll try to bring this up with AdsMoFro (admin for LiquidLegends) and get his opinion.
I agree that it's better off in Other Games. I haven't played LoL in many years but will probably check out this card game
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I got a nice email saying I get the beta a day early. Woop woop.
Edit: First impression is that its the best first impression of any tcg I've played so far. The tutorial isn't terrible.
Second impression is that its a better-iterized version of heartstone. Its got a lot more going on without being more complex. The tutorials are in depth and teach you everything. They are also not bad and the sound is good.
The production on things like champion level ups is incredible and everything looks really really cool. I would expect this to blow HS out of the water.
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On January 24 2020 04:21 Sermokala wrote: The production on things like champion level ups is incredible and everything looks really really cool. I would expect this to blow HS out of the water. Imo its is better than HS in many respects, but it will not come close in player numbers. It is less intuitive and therefore much less alluring to casual / beginner players.
HS strength is just how simple and easy to follow it is on the basic level.
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well pretty sure i wont play that for more then a week. I got like 10 lose in a row and I keep playing vs ppl with stack deck... pretty boring when u only got the basic card :\
... k, I won a game after posting this hopefully Tuesday, those vault box give a bit of something
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I only played the free starter decks so far and I am pretty sure my win rate is higher than 50%. People cant have super stacked decks since the number of cards you can buy is very much limited. I think you are not allowed to spend more than 10$ per week on cards.
Btw I wonder if there is MMR in unranked, which should bring everyone to 50%...
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yeah duno.. maybe i should just play in rank so one day ppl should be low too..
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For grinding quests etc playing AI is also fine. I think it is more efficient actually since games are faster.
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I'm having a lot of sucsss with the basic Elise/darius deck. My first expedition was alright to and I won 8 games. Mostly with barrier shenanigans to maintain board dominance.
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yeah, i stop trying to build a deck and use the default one with maybe 1 or 2 change and it's more stable.
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Having a lot of fun with this one. Liked Elise right off the bat, and right after the tutorials used some shards and wildcards to get some good cards to compliment Elise, so far surfing through something around 75% win rate and working on a Hecarim deck which looks like it can have a lot of promise aswell. The card progression seems alright so far, I haven't been inclined to spend money yet, thought I've only been focusing on Elise/Darius/Katarina/Hecarim sides of things. The AI are more of a challenge than people by far, lol. From what I've seen from other region cards, there seems to be a lot of fun builds possible, so I'm looking forward to that aswell.
As for player numbers in the future, I don't really see this one as harder than hearthstone tbh, and even if it was, it not being casual friendly is bs. If it's not as easy as hearthstone to understand, then it's pretty close to it, and Hearthstone has done a ton of heavy lifting when it comes to casuals. Most people who play Runeterra will have played Hearthstone before so they should have 0 problems adjusting to Runeterra.
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Been working on a face noxus/ionia deck atm. Seems decent enough with 4 wins in a row so far. Most people don't expect you to just pile on the aggression from moment one, and darius/captain farron can pretty much seal the game on their own as long as you dealt enough damage early on.
Don't have many cards since I just started, but basically just grabbed a few spells for board control, and then the can't block units, saboteurs(value 1 drop), overwhelm stuff, zed, decimate, some card draw, and the darius/captain farron for finishers.
On the topic of game mechanics, it took me a while to realize that it was a back and forth card game, and not a turn based like hearthstone.
Some stuff could be better, but it seems to work out pretty nicely.
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Played my first expedition and got 7 wins with a Demacia/Ionia deck. The card swap after each round makes the drafting variance a lot less punishing, as you are given the chance to correct bad cards in your deck. Combining this with the two consecutive loss condition makes 7 wins much more attainable.
So far it looks like Ionia focused evasive decks are the meta for constructed, while Demacia seems quite powerful in draft.
The economy of this game feels pretty different. Most people are being locked to only a couple of deck types as wildcards are time-locked by quantity. This probably means the meta will evolve quite slowly in the first few weeks.
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Went to 6 wins twice in expetition and was a little miffed at the ending. The rewards feel like it's 7 wins or bust. That said, it was a fun game mode, especially for those who are really into limited (which is me!), so I'll probably keep playing it.
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Yeah first it seemed as if there is only Ionia and elusive as well as shadow isles. But now when I watch streams there seem to be quite a few other top decks, meta is still evolving. Like Ezrael/Heimer seems to deal with elusive super well.
Shame I am lacking the champions to try out stuff. I have no idea how streamers get so many.
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They buy champ wildcards, and play a lot. You can get 2 champions per region by the time you hit level 16 on them plus there's the ones you already have when you start playing, and the ones you can buy. It's fine as long as you play a lot.
Elusive decks seem to be good not only because they're super strong but because a top tier elusive deck doesn't even require you to have any champions at all.
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Lol, so this happened + Show Spoiler [image] +
+ Show Spoiler [explanation] + He cast a spell recalling my buffed defensive unit that would've let me kill his Zed and stabilize, which would have also reset my unit's buffed stats as a result. I used a deny on it, he used a deny on my deny, etc etc, in the end I ended up being happy that 3 out of the 5 cards in my hand were deny's. Ended up winning the game.
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On January 27 2020 17:57 abuse wrote: As for player numbers in the future, I don't really see this one as harder than hearthstone tbh, and even if it was, it not being casual friendly is bs. If it's not as easy as hearthstone to understand, then it's pretty close to it, and Hearthstone has done a ton of heavy lifting when it comes to casuals. Most people who play Runeterra will have played Hearthstone before so they should have 0 problems adjusting to Runeterra.
I don't agree with the last part. Having experience in other CCGs like Hearthstone is nice but it can also be a detriment since you will have to unlearn a ton of bad habits, including but not limited to:
- Attacking with all/most your units all the time (blockers have the initiative to set up better trades than the attacker); - Waiting to play all your mana on units before attacking (you give a chance for your opponent to play a unit or a spell himself); - Spending all your mana instead of reserving some for spell mana next turn (you might have a good spell you can play next turn but only if you save up spell mana); - Playing your spells ASAP (it is often better to wait for your opponent to choose his blockers and then react to what he does).
Just look at other comments in this thread that corroborate my point. This is why I think if you are struggling early on (even if you had a lot of experience in HS-like games), don't fret it because your HS experience will not translate 1:1 and there are a lot of unique intricacies you need to get used to. I know I personally struggled with LoR even though I have hundreds of hours on Shadowverse and it took me a bunch of games to get used to the basic LoR gameflow and mechanics.
If there are enough people interested in this thread, I might make a guide to elaborate on the points I mentioned and explain other intermediate/advanced concepts for people with Hearthstone backgrounds.
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Yeah this game is much easier for someone coming from magic, rather than hearthstone. There are a ton of concepts that come straight from magic and just don't exist in hearthstone.
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Got 3 of 2 champions finally, Zed and Braum.
So I am kinda forced into playing a dirty buff deck with elusives. :D Win rate is through the roof.
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Honestly, I haven't played any magic and have played a total of 3 hours of hearthstone, and after playing the tutorial of Runeterra I have 0 issues whatsoever, so I don't really understand the sentiment of people finding the game hard and whatnot. It's not completely like hearthstone but close enough for anyone (imo) to be able to adjust within a few minutes of finishing the tutorial.
In other news - was a bit sad to find out that you can in fact stop getting EXP from wins or losses after playing enough games (I think it was after 20 wins or something?). Find it pretty weird for the game to want to demotivate people from playing.
On February 03 2020 04:56 Redox wrote: Got 3 of 2 champions finally, Zed and Braum.
So I am kinda forced into playing a dirty buff deck with elusives. :D Win rate is through the roof.
You can take out the Braum and just make it a strong Zed deck with elusives. Braum seems pretty counter-productive since you want to be offensive, not defensive.
Here's the one I'm currently playing, maybe it also suits your fancy, it's quite fun to play! :D + Show Spoiler +
I really want to build a barrier-focused deck, that mechanic seems so fun to me, but no luck on champs, only got 1 Shen 
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Yeah that seems strong. I could use that as well, but I got kinda tired of having no late game and always hoping my tempo was enough and they have nothing to stop my last elusive.
I use this: https://lor.mobalytics.gg/decks/boml4p6sblkpnguun8ug
Braum seems counter intuitive but on the other hand he profits from stat buffs a lot, which the deck is all about.
And late game is really good. You only get stronger until all 3 Avarosan Hearthguards are played. So far I am 75% win, although just in gold admittedly. :D
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Braum is actually a really good offensive unit since they can basically remove the best blocker from combat. They also are a good way to maintain the board late game if for some reason your plan doesn’t work out well. I’m pretty sure they are just an amazing card overall and you can play them in super aggressive or controlling decks.
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I really like this site for card ratings among other things:
https://www.swimstrim.com/runeterra/card-ratings
Pretty funny on his deck tier list he has a deck like the one abuse posted as 1st and a buff deck like I posted as 2nd. The tendency towards burst spells in the top decks is very apparent.
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On February 04 2020 07:55 Redox wrote:I really like this site for card ratings among other things: https://www.swimstrim.com/runeterra/card-ratingsPretty funny on his deck tier list he has a deck like the one abuse posted as 1st and a buff deck like I posted as 2nd. The tendency towards burst spells in the top decks is very apparent.
Yup! Swim also has a pretty good youtube channel where he posts regularly and always have links to decks he talks about in a pinned comment in the comment section. I actually used the exact deck in the #1 spot for some 3 days before switching to the one I use now with Zed 
Man I've been thinking lately just what is it about this card game that makes me like it so much compared to others, and I've come to the conclusion that it's just so easy to both see potential in a lot of possible builds by just looking at the cards and champions, and it's also really easy to actually get the cards to build those decks compared to other card games. Perfect game to chill with in the evening.
The only real criticism I have right now is that there's no way(at least I can't find one) to message or add someone you played against to your friendlist, because you need their friend ID thing to add them, and you can't access it anywhere, and you can't message them to ask for it either. Quite disappointing, there have been quite a few situations where I would've loved to add the person and talk about the insane game we just experienced.
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This game is impressively good. Complex without being overly complex.
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Seems solid so far. Looking forward to drafting. The hearthstone killer!
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The game economy seems pretty good.
There are 3 copies x 4 champions x 6 regions = 72 champion cards in the game right now. New accounts starts with 12, which leaves 60 to be collected.
Getting the weekly vault rewards to lvl 10+ guarantees a champion card via the draft token. Getting all the other daily rewards/bonuses, one can expect to make 2-3 champion cards per week with fairly minimal effort without spending any money (occasional 7 win drafts also gives enough shards for a champion card), all of these can be achieved without even counting the region chests that contains champion capsules.
With duplicate protection, the whole collection should be completed in about 10-20 weeks time. If you spend money, the wildcard purchases will most likely double the speed of reaching a full collection.
This design probably means that there will be 2-3 new sets per year.
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I wonder how their expedition matchmaking works, whether it’s by mmr, number of wins, or they’re just pairing everyone willy-nilly. I’ve had a string of 7 wins, and a lot of times it feels like every enemy deck sucks except the very last one.
Also, if there’s one thing I love it’s that I can keep phantom drafting for free after the 3 expeditions are done.
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I assume they pair you up with someone who has the same number of wins as you, as you get a champion pick every couple of wins and it wouldn't be at all fair to pair someone with 2 champions vs someone who has 4 and more opportunities to tune their deck.
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Every time I feel like I make a strong expeditions deck, it ends up losing extremely quickly because of either extremely bad rng or just the perfect counter by the enemies. Frustrating.. :D Every time in the first run I make a deck that is ok, but not great, and get to 3-6 wins with it, and thend in the 2nd run I always manage to build a really good deck only for it to lose and end the run after 1-2 wins.
I think I'm just bad.
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Are the daily quests really bugged, or am i misunderstanding something?
As an example, i had the "spend 10 mana on champions from freljord" quest today. In one game, i summoned Braum (3) and Anivia (7). But for some reason, that only counted as 3 towards the quest. I have had stuff like that happen a lot, i think mostly with "spend mana on x" quests. Do they possibly only count the first instance in one match, or something else weird?
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I think it might be champion related. I remember having a quest of summoning 6 champions of 2 regions, and it counted weird, and definitely slower than it should've aswell.
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Yeah I am having the same issue with a champion based quest. Didn't really understand how it worked. But it's still filling up at least.
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"Play 10 units from x region" seemed bugged for me as well. It counted when I did not play a single unit from that region. Then when I switched to that region it counted way too slowly.
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On February 06 2020 19:53 abuse wrote: Every time I feel like I make a strong expeditions deck, it ends up losing extremely quickly because of either extremely bad rng or just the perfect counter by the enemies. Frustrating.. :D Every time in the first run I make a deck that is ok, but not great, and get to 3-6 wins with it, and thend in the 2nd run I always manage to build a really good deck only for it to lose and end the run after 1-2 wins.
I think I'm just bad.
Just go aggro. Fit as many of the noxus 3 mana 5/4 that can't block as you can and you can just steamroll a lot of decks. If you can find some of the +3/+0 and overwhelm spells and one sided fight spell, you're pretty much set.
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i went 7-1 my first expedition. it's funny because i normally just play constructed and am bad at limited formats, but so far im not doing great at construction but smashed the expedition. maybe it was good luck though. anyways the deck I won with was basically a fiora barrier deck that had a few other things mixed in
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On February 07 2020 09:13 Sbrubbles wrote:Show nested quote +On February 06 2020 19:53 abuse wrote: Every time I feel like I make a strong expeditions deck, it ends up losing extremely quickly because of either extremely bad rng or just the perfect counter by the enemies. Frustrating.. :D Every time in the first run I make a deck that is ok, but not great, and get to 3-6 wins with it, and thend in the 2nd run I always manage to build a really good deck only for it to lose and end the run after 1-2 wins.
I think I'm just bad. Just go aggro. Fit as many of the noxus 3 mana 5/4 that can't block as you can and you can just steamroll a lot of decks. If you can find some of the +3/+0 and overwhelm spells and one sided fight spell, you're pretty much set.
yup, that's what I tried recently aswell, and lost my first game to the same deck but he had better draws, and then 2 wins later I lost again to a warmother control setup which absolutely dominated me and another deck I don't remember which did surprisingly well against me, even though I had good draws. Tough luck :D
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On February 07 2020 13:29 travis wrote: i went 7-1 my first expedition. it's funny because i normally just play constructed and am bad at limited formats, but so far im not doing great at construction but smashed the expedition. maybe it was good luck though. anyways the deck I won with was basically a fiora barrier deck that had a few other things mixed in
Damn, good for you I am also in the same boat that I suck with draft modes and usually hate playing them except I still sucked in my case the last time I played before open beta But hey, at least I still had way more fun than other Arena-style play modes because the game tries to give you cards that synergize well with your 1st champion pick instead of just being RNG-based like in other games.
Still waiting to get my 3rd Expeditions token, once I have that I plan to do them all in 1 week and then practice as much as I can in Expedition free play.
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Okay so I saw this video and this is now the #1 deck I want to build + Show Spoiler + Looks insanely strong and also insanely fun, wow.
EDIT: don't build the deck, it's no good after all 
By the way, let's add each other if you guys want my account name is send noodles # moc
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Priority during combat for this game is completely unintuitive compared to any other board game or card game I've ever played (which includes: MTG, Eternal, Duelyst, Hearthstone, Shadowverse, Gwent, and Artifact). Every other game makes it very clear how the combat phase works, but in this game it's totally nonsensical and worst of all not explained in any of the tutorials.
I don't understand why it doesn't have a simple declare attackers->declare blockers->players cast spells until both pass rather than the clusterfuck it has now. Alternatively/ideally you could also declare attackers->cast spells until pass->declare blockers->cast spells until pass
But really anything is better than "I cast a spell while resolving attackers but you can block before the spell resolves" or "if you don't cast a spell and just block I can't play a spell in response even if I've already played a spell, limiting to one Fast spell" which makes no damn sense.
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Well 2 wins into expedition I just ran into somebody who drew ashe zed and yasuo on curve, and literally had the perfect answers to everything I played.
First experience with the arena equivalent of Hearthstone is pretty average??
I do like the 2 wins in a row thing to exit though. Really helps mitigate super bad RNG or misplays
EDIT: now up to 45 wins, in for the big rewards I guess?
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On February 09 2020 13:43 TomatoBisque wrote: Priority during combat for this game is completely unintuitive compared to any other board game or card game I've ever played (which includes: MTG, Eternal, Duelyst, Hearthstone, Shadowverse, Gwent, and Artifact). Every other game makes it very clear how the combat phase works, but in this game it's totally nonsensical and worst of all not explained in any of the tutorials.
I don't understand why it doesn't have a simple declare attackers->declare blockers->players cast spells until both pass rather than the clusterfuck it has now. Alternatively/ideally you could also declare attackers->cast spells until pass->declare blockers->cast spells until pass
But really anything is better than "I cast a spell while resolving attackers but you can block before the spell resolves" or "if you don't cast a spell and just block I can't play a spell in response even if I've already played a spell, limiting to one Fast spell" which makes no damn sense.
Generally speaking, the way the game is set up started to make a lot more sense when I stopped thinking in terms of "phases", like you would in MTG, but in terms of simply passing priority back and fourth. Essentially, there are 4 actions you can take that "spend" this priority:
1) Play a creature (not when creatures are attacking) 2) Play a slow spell (not when creatures are attacking) 3) Send creature to attack/set blockers (not when you've alreavy set attackers/blockers) 4) Play a fast/burst spell
If you do anything that's not play a creature, you can also play as many fast/burst spells as you want (not just one), including after your opponent set blockers, you just gotta drag them all in there.
If there's one thing that doesn't fit into this formula is that if you set blockers and your opponent plays a burst spell you get priority, but if they play a fast spell (and you let it resolve), then you don't get priority. With the current card pool, this never comes up because it's always better to respond to their spells when they're on the stack, but if they ever print a "destroy target card with 5 power or greater" this will be an important distinction. Actually, it's relevant because you can't mystic shot the shadow when they do the "recall ally, leave 3/2 with ephemeral shadow in its place".
Imo, they should have made it that casting burst spell doesn't give your opponent the ability to act. That way, they can say "when the stack ends, combat is resolved". Also, if they did things this way, you could play a burst spell after you opponent passed and allow the turn to end without giving your opponent an opportunity to react, which would be an interesting dynamic.
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What is the best way to export a deck from the game to someplace i can display it on the internet?
I have used the "export" button, which gives me a code, but i haven't found anywhere i can put that code that would allow me to post it somewhere so people can see what is behind it yet. I could input the code in the game to get the deck, but that doesn't really help me.
I am currently playing pretty casually by building decks to fit the daily quests, and playing those in PvP. I have a lot of fun doing this, despite the fact that i am currently mostly using the starting cards because i haven't gained that many yet.
Fast and Burst spells seem really really strong, because they allow you to mess with the opponents plans, which lets you gain a lot of value by turning a trade where the opponent kills one of your creatures and doesn't lose his into one where you kill his and don't lose yours, basically gaining you double value.
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On February 09 2020 17:31 Amui wrote: Well 2 wins into expedition I just ran into somebody who drew ashe zed and yasuo on curve, and literally had the perfect answers to everything I played.
First experience with the arena equivalent of Hearthstone is pretty average??
I do like the 2 wins in a row thing to exit though. Really helps mitigate super bad RNG or misplays
EDIT: now up to 45 wins, in for the big rewards I guess?
you're at 45 for your expedition? holy shit dude, really nice job -.- let us know what the rewards are.
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On February 10 2020 04:12 travis wrote:Show nested quote +On February 09 2020 17:31 Amui wrote: Well 2 wins into expedition I just ran into somebody who drew ashe zed and yasuo on curve, and literally had the perfect answers to everything I played.
First experience with the arena equivalent of Hearthstone is pretty average??
I do like the 2 wins in a row thing to exit though. Really helps mitigate super bad RNG or misplays
EDIT: now up to 45 wins, in for the big rewards I guess? you're at 45 for your expedition? holy shit dude, really nice job -.- let us know what the rewards are. slashed out the 4 xD. Went 7-3 on my first ever arena with a hecarim focused deck.
Had 2 shark chariots, a couple haunted relics, and then a bunch of hecarims and ethereal remitters. Also an anivia, which conveniently won me a few games as well.
One game I opened with 2 shark chariots, soul shephard and a hecarim in hand with opponent going first. Surrender at turn 6 when I dropped the hecarim lol.
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On February 09 2020 21:41 Simberto wrote: What is the best way to export a deck from the game to someplace i can display it on the internet?
I have used the "export" button, which gives me a code, but i haven't found anywhere i can put that code that would allow me to post it somewhere so people can see what is behind it yet. I could input the code in the game to get the deck, but that doesn't really help me.
I am currently playing pretty casually by building decks to fit the daily quests, and playing those in PvP. I have a lot of fun doing this, despite the fact that i am currently mostly using the starting cards because i haven't gained that many yet.
Fast and Burst spells seem really really strong, because they allow you to mess with the opponents plans, which lets you gain a lot of value by turning a trade where the opponent kills one of your creatures and doesn't lose his into one where you kill his and don't lose yours, basically gaining you double value. For example you can use https://lor.mobalytics.gg/deck-manager
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So I just had a game where my opponent played a Teemo Deck with Kinkou Wayfinder, didn't know that its "summon" effect allowed it to summon multiple copies of a champion... So of course he gets the Allegiance bonus and I get bopped by 3 Teemos and a bazillion mushrooms before turn 7
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that's swim's troll deck lol.
yeah, the effect says "units" not "followers" so anything is fair game.
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The decks I'm running into in draft are sometimes insane. I think there are a bunch of people who have already completed 3 expeditions and are just retiring the free drafts until they get lucky drafting crazy cards.
At 0 wins I faced a deck with 2 Rhasas, a Ledros, and a Hecarim, it's literally like playing against a T1 constructed deck.
Matchmaking needs to be tweaked so the people who are spending resources on expeditions are not matched to people with free expeditions. Some of these games are simply hopeless.
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Unlimited Free? That combo kills phantom draft Pay to win, I guess.
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Small set of cards and power level of shadow isles is making me play a bit less. I do have faith that they will balance things a bit better soon, though.
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On February 14 2020 06:33 Glacierz wrote: The decks I'm running into in draft are sometimes insane. I think there are a bunch of people who have already completed 3 expeditions and are just retiring the free drafts until they get lucky drafting crazy cards.
At 0 wins I faced a deck with 2 Rhasas, a Ledros, and a Hecarim, it's literally like playing against a T1 constructed deck.
Matchmaking needs to be tweaked so the people who are spending resources on expeditions are not matched to people with free expeditions. Some of these games are simply hopeless.
I've gotten some pretty bs decks in expedition, how can you be sure these people are free drafters who are redoing things until "perfect deck"?
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what are you guys talking about with free drafting? you get one a week right? that's not very much
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You can draft as much as you want after the first 3, for free
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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.
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.
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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.
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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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I'd say part of it is because they feel arbitrary. To me the nerfed strategies were strong but not broken strong.
Well, these changes won't impact me. I'll probably stick to my Draven/Jynx discard aggro
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Elusives were definitely broken though, every top player would agree on it, and I would aswell. If the elusive player gets a good hand and plays well he would not lose to anything. Elusive put you on a quick timer, while the elusive player has tons of combat tricks, chooses his blocks, gets to buff his units, has guaranteed card-draw possibilities in shadow assassin, amazing lifesteal in lifeblade, and has access to Deny. Elusives got the game state that everyone else had to work hard for - for free.
They definitely needed a nerf, and i think changing deny and grandpa, aswell as a nerf to the health of lifeblade was perfect. That's 3 changes already, the number you wanted, but elusives were not the only thing that needed looking into.
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On February 20 2020 18:12 abuse wrote: Elusives were definitely broken though, every top player would agree on it, and I would aswell.
I'm not sure how true that middle part is, I mean, wasn't there a whole thing about top players saying that fearsome, not elusive, was busted (not that I agree)? I mean, sure, people were complaining on reddit, but that's just usual reddit.
If there was one nerf to elusives I would do would be to change Whirling Death to "Ally strikes battling enemy"
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Nah, elusive was the #1 OP build, in fact most people in masters didn't play it only because they were sick of only playing it and against it all the time. Fearsomes were/are on the rise, but elusives were the absolute #1 deck, no contest.
I don't really see how can the middle part not be true, as it's literally what it is. Elusive decks have grandpa to buff up their units putting them outside the range of most removal in the game, shadow assasin for card draw as well as both of them enhanced by navori conspirator giving you the chance to replay them over and over again. Elusive decks have stand alone and back to back - easily the best combat tricks in the game. Elusive decks have amazing lifesteal in lifeblade who cannot be blocked unless by another elusive, and with grandpa or other buffs it was easy to get a 5/6 lifeblade which is very hard to remove and would put you at +10hp compared to your opponent every attacking turn. Elusives also have one of the best 2 drops in the came in elusive duo, who down the line could easily become a 4+attack elusive card for 2 mana, which is absolutely bonkers.
grandpa not giving hp anymore and lifeblade, as well as lessening the domination of deny, is a perfect way to nerf elusives while still having them be a contender but actually having weaknesses. Well done by riot.
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On February 20 2020 22:57 abuse wrote: Nah, elusive was the #1 OP build, in fact most people in masters didn't play it only because they were sick of only playing it and against it all the time. Fearsomes were/are on the rise, but elusives were the absolute #1 deck, no contest.
If you can point evidence to the prevalence of elusive in masters or something that indicated a majority of top players shared you opinion, I would appreciate it. If you think this argument is self-evident then we can agree to end the discussion.
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On February 20 2020 23:02 Sbrubbles wrote:Show nested quote +On February 20 2020 22:57 abuse wrote: Nah, elusive was the #1 OP build, in fact most people in masters didn't play it only because they were sick of only playing it and against it all the time. Fearsomes were/are on the rise, but elusives were the absolute #1 deck, no contest.
If you can point evidence to the prevalence of elusive in masters or something that indicated a majority of top players shared you opinion, I would appreciate it. If you think this argument is self-evident then we can agree to end the discussion.
+ Show Spoiler [watching first 30sec is enough] +
but basically you can just go to youtube and type in "elusive meta" and watch all the vids you like, or go to twitch videos and watch basically any top streamer play over the past few weeks, all of them will talk about elusives at some point. The "evidence" is all there, you just have to go and look for it, if that's what you need to persuade you, if you give enough of a shit for this argument in the first place. Doesn't really matter anymore since elusives RIP.
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On February 20 2020 23:04 abuse wrote:Show nested quote +On February 20 2020 23:02 Sbrubbles wrote:On February 20 2020 22:57 abuse wrote: Nah, elusive was the #1 OP build, in fact most people in masters didn't play it only because they were sick of only playing it and against it all the time. Fearsomes were/are on the rise, but elusives were the absolute #1 deck, no contest.
If you can point evidence to the prevalence of elusive in masters or something that indicated a majority of top players shared you opinion, I would appreciate it. If you think this argument is self-evident then we can agree to end the discussion. + Show Spoiler [watching first 30sec is enough] +but basically you can just go to youtube and type in "elusive meta" and watch all the vids you like, there's tons of them.
A guy complaining and a youtube search isn't enough to convince me and what I would consider sufficient evidence (either hard data on high-level play or tournament data) doesn't seem to exist, so let's just end this discussion.
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Lol, useless argument indeed, if the only things you consider proof don't exist. Guess that means that there never was a meta or something? All the info is in past twitch vods and youtube vids though. If you don't want to check it that's your deal.
On another note - Funny how there's still basically an elusive deck in S tier though, and in fact it seems to be the most popular one, focusing on shadow assasin, solitary monk and heimer's 3 cost elusive turrets. Elusive always finds a way :D Heimer wasn't a S tier deck, but it is now
![[image loading]](https://i.imgur.com/o5uWOa8.png)
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The problem with youtube and twitch vods is that they are basically anecdotical evidence. Which is not good hard data. I am pretty sure that you could find a lot of vods which show a lot of different decks to be very powerful.
I am pretty sure that Riot has good hard data on this stuff, and i would very much like it if they released some. Something like the top decks (or cards) played in masters.
But it would also be possible if a few masters players got together and actually actively logged all of the games they are playing. What enemy are you playing against, what deck are you playing, w/l. If you get a few hundred to a few thousand data points of that, you can do some pretty good analysis. The problem here is that you need to be very thorough in data collection, and ideally collect something that is not subjective, like "champions in enemy deck + cards seen" instead of "i think that is an elusive deck", because not everyone might view the same decks as the same thing.
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a lot of "pretty sure" in here. How is twitch vods of top masters playing pretty much only vs elusives and giving their thoughts on it not good hard data? How about instead of being pretty sure people actually go look at the vods, since they are, basically by definition - data? Data of games done on the highest level. And sure, you would find vods that show a lot of different decks to be powerful, but you'd also hear people talk about elusives all the time, and how every deck needs to be at least 40% win rate vs elusives to be at all viable, and mostly playing elusives themselves when they try to climb,
I wish people here would stop assuming, and actually bothered to follow the scene and happenings.
The website which pretty much everyone uses for LoR meta analysis is mobalytics, and their tierlists are made updated all the time and made by swimstrim, feel free to watch his youtube channel where he talks about the meta all the time. there's plenty of "meta monday" videos where he talks about the top decks, what is meta, what isn't, after his own experiences and talking to other top players.
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And that is my point: "I think X is bla" is not data. That is just an opinion. People talk a lot. Some of it is very well researched, others just fly by the seat of their pants.
And even with the best of intentions this kind of method leads to a lot of perception bias. Say you lose your first 5 games to elusive decks. You might get the impression that everyone is playing elusive, and that it is very strong. And now you take greater notice of every time you lose to an elusive deck, while discarding the experiences where you won against elusives, or played against any other deck. So you might feel that elusives are stronger and more prevalent than other decks, while they really are not. (This is a hypothetical example to explain the problems with this methodology, not a statement with regards to whether or not elusives were prevalent or strong. I personally think that they were both of those things)
I prefer to actually see the research. Hard data is a lot more comfortable and leads to much better results than people who anecdotically talk about their experiences.
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First off, You dont get to masters by playing 5 games, and not knowing what the meta is. Second - You're missing the other half of the data in twitch vods and that is the actual games they play, by watching the vods you can watch yourself how many elusive decks were around and what their winrate was.
In swim's case - he did his research. Still does it. Still keeps the tierlist up to date, with several of the top decks being his btw. You're welcome to look at his research by watching his vids or his posts.
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Different topic:
I am a bit confused about how Kallista's Bond exactly works.
I had a situation where Kallista was bonded, then Kallista and her bond died, Kallista was revived by The Rekindler, levelled up, attacked, and her bond didn't show up.
But i think i also recall a situation where Kallista died after levelling up, was Rekindled, and her bond showed up during the attack. (I might be mistaken here, though)
Does anyone have very exact info on how Kallista and her Bond work? When does it get removed? When does it stay? When is it reapplied?
Another weird thing i noticed is that when Kallista Bonds with Zed, Zed is dead, and Kallista attacks, Zed creates his clone before Kallistas Bond is applied. So (with a levelled Zed), I had Kallista, 6/3 Zed and a 4/3 Zed shadow attacking. Which felt weird, but makes sense if you See Kallistas text as sequentially "Revives attacking and then reforges her bond", and Zeds clone as part of "attacking".
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About the Kalista question, here's my understanding of the situation:
- The bond only occurs when you play Kalista, in which case you select another unit on the board to bond with. - When Kalista dies, the bond is broken, i.e. the bonded unit no longer has +2/0 and when you play another Kalista (from your hand), you must reselect an ally to bond with.
If the last part is true (I don't play Kalista or see a lot of Kalista in my games but I don't see why it wouldn't be true unless Kalista is some weird special case where the bond persists beyond death like in LoL), then this is what happens:
Rekindler revives a champion, which means that it summons your champion from your graveyard. Since Kalista's bond is only activated when the Play effect occurs, you do revive Kalista with Rekindler but it is unbonded since a Summon effect does not trigger Play effects.
If you don't know the difference between "Play" and "Summon", "Play" means that your card must be played from hand, "Summon" is all the other ways to put a unit in the board (including Revive). So if you play a unit, you also summon it but if you summon a unit, you do not play it.
From Riot's keyword guide:
Remember, there are some cards that can just summon cards from anywhere. However, if you summon a card with an effect that would have been triggered by Playing it, it won't activate since it didn't come from your hand.
So I believe Rekindler has bad synergy with Kalista since it only revives Kalista unbonded (and the bond is the whole point of the champion in the first place).
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Yeah, i don't usually play Kallista, but had her in an expedition, and got a bit confused. It think your analysis is correct, and i actually think that i misremembered the second situation, since something similar happened in another game and the bonded unit didn't show up either.
Basically:
Play ---> Bond Kallista Death ---> Bond end.
I don't think Kallista is actually very good. She seems pretty clunky to use. You need to have something reasonable to bond with on board, then you play kallista, never use her in an attack or block, wait until three units (including the bonded unit) die, and then you need to attack, too. And you need to keep the really squishy 2 health kallista alive throughout all of this to get any payoff. I guess the +2 is nice, and you can probably create some weird deck where stuff like this plays out reasonable well. But it still seems pretty clunky, and really easy to disrupt.
The fact that i have seen exactly 0 kallista in constructed so far also speaks for this theory.
One interesting thing i learned today is that capture removes buffs.
I had a pretty large Assembly bot get captured, and once it returned after me killing the abductor, it was a teeny tiny 1/1, which was pretty sad.
Also, if the capturer gets his text purged, the captured unit is just gone.
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Yeah, I assumed that you played Kalista in an Expedition otherwise: - you would be able to test it yourself in a quick AI game; - you would be a weirdo that likes Kalista in constructed 
Kalista used to be much more interesting in the 1st Preview Patch, here's what her old kit did:
+ Show Spoiler +
So for example, you could bond her to The Undying and force people to attack it in order to get to Kalista, among other interesting combinations. But Riot changed her, their reasoning being that "Kalista's old mechanic entailed a ton of complexity for both players, so we looked for a clearer way to achieve similar results." 
On February 25 2020 01:09 Simberto wrote: Also, if the capturer gets his text purged, the captured unit is just gone.
Very interesting. So you could capture 1 or more enemy units, put it in your own follower, then Purify it to make the captured units disappear from the game?
Another small fun tidbit on capture (again, from Riot's Keyword Guide): When you free a captured unit, it counts as a resummon so it also triggers its summoning effects.
There is some weird interaction I would like to test with Capture: let's say your opponent captures 1 of your unit (let's call it D, for detained) and puts in his unit J (for jailor). What happens if you possess his unit J, then kill it?
Now let's be even more funky. Let's say you start by possessing an enemy follower (let's call it P, for possessed). Then you capture another enemy follower (let's call it D) and put it in P. Then you let the round end so that P returns to the enemy. What happens then?
I would assume that in both cases, D would return to its original owner when the jailor is killed but I never saw this interaction happen so I can't be 100% sure. Maybe someone would like to test it out with me in a custom game?
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So I managed to test some of the interactions with the Capture spell in an AI game and I took some screenshots to explain what happens.
1st experience: testing the interaction with Possess. Not super interesting since I got the result I expected but it is fun to notice that it is possible to have an enemy follower detain its own ally.
For my 2nd experience, I asked myself: since Detain is a status effect, what happens if I duplicate the captor? My findings surprised me.
Pretty cool to learn about the finer details of some of the game mechanics, even though you could probably guess that it is a bad idea to duplicate a captor in the first place...
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Yes, but this is still fun. I see the main usefulness in duplicating an enemy unit which captured one of yours, for example using a Shady Character.
If stuff indeed works as you think it does, this would mean that you then have a unit which captured one of your own units. And if it dies, the captured unit goes free.
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Yeah, the Shady Character case should work as you described. I've repeated the 2nd experience with Dawn & Dusk instead of Midenstokke Henchmen (any jailer that dies = freed unit + removal of detain status on remaining duplicates) and I also casted Purify on 2 out of 3 jailers (letting the last one die).
The way I picture it is that the jailer and its duplicates act like "possible exits" to the captured unit. If you kill a jailer, you open the "door" to the captured unit and it gets released and since there is no longer any prisoner, the detain status gets removed on the other jailors. If you silence a jailer, you permanently lock 1 exit but if there are remaining copies of the jailer, the captured unit still has another chance to escape, so you need to silence all jailers to banish the captured unit.
There are some other interactions I'm wondering about, mainly with Possession: - If you Possess a follower, then the enemy copies it with Shady Character, what will happen at the end of the round? - If you Possess a follower, the the enemy possesses it back, who does it go back to at the end of the round? Does the game properly "stack" the Possession status or does it get overwritten by the last person to cast it?
Would like to experiment with these, but can't with the AI (it won't cast Possession, although he does play Shady Character in his Teemo Deck). If you are also curious and are interested in testing this out with me, you can add me as T0rchise #NA1. It's also definitely possible that someone on the Internet already tested this out, so if you can find out a video or something that shows what happens in these cases, it would also be appreciated.
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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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Yeah, doing mostly the same. Been hoarding a ton, like 95/40/9/3 wildcards with 42K shards, I'm the kind of guy that played FFVII by collecting elixirs but never a single one until the final boss lol. Haven't played Expeditions since they made the reward changes (not that I played that mode that much before) but my plan is to resume Expeditions once the game is released to minimize green and blue card duplicates.
I've recently started trying to climb the ladder. My experience so far went from breezing through Iron where there are complete newbies that don't attack with fearsome units when I can't block or are afraid of attacking into me when I only have a Shark Chariot out, to Bronze where seemingly everyone is running meta decks to destroy me. Not sure why there is a such a huge disparity in skill between the bottom 2 ladder tiers, I'm assuming it's because I'm laddering at the end of the season where the skilled player that only played Normals/Expeditions want to play Ranked and are tryharding...
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I am also mostly farming these days. And I think it is stupid that you still get xp for losing games 8or rather for conceding right away).
Because of that the quickest way to farm is get a low MMR in unranked queue, win 3-4 games quickly with netdeck against noobs, then spam concede games until xp for losses is reduced. That way you get all bonus xp for wins, most xp for losses and your MMR stays as low as possible.
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Yeah, I agree with your point concerning the concede farming. They should change the concede system so that you don't get XP if you concede immediately, are AFK or before X turns are played in order to punish the XP farmers.
I've been experimenting with a P&Z poro deck, seems pretty good so far, managed to beat someone that had 2x Enlightened Karma on the board.
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Patch 1.0 (Launch patch) will be live tomorrow! This comes with the Rising Tides expansion, which adds the new Bilgewater region along with some new cards for existing regions. Check out new cards here if you want to start theorycrafting:
https://lor.mobalytics.gg/sets/the-rising-tides
There is also a major gameplay change: if your board is full, you will be able to play a new unit by selecting an existing unit to be obliterated, which will make room for your new unit.
Lastly, as a one-off to celebrate the game launch, there will be login rewards for the first 7 days you log in to the game. These are some pretty good rewards.
Read full details here and patch notes here: https://playruneterra.com/en-us/news/patch-1-0-notes/
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Cant wait for this patch. Tons of content.
Although since I am not the great experimenter myself I will mostly watch streams the first day and see what people come up with.
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