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Active: 666 users

Leeroy Jenkins has got to go! - Page 8

Forum Index > Hearthstone General
Post a Reply
Prev 1 6 7 8 All
S_SienZ
Profile Joined September 2011
1878 Posts
June 14 2014 14:32 GMT
#141
On June 14 2014 23:07 Excludos wrote:
Show nested quote +
On June 14 2014 10:20 faythscar wrote:
On June 14 2014 09:26 xuanzue wrote:
Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn.

That wouldn't work Mainly because that doesn't fit the Leeroy Jenkins character.

On June 05 2014 11:17 BillGates wrote:
Leeroy 5/2, costs 5 mana.

That would make Leeroy completely basically a Reckless Rocketeer lol


This is a totally stupid ability, but I think it would be funny if it were: "Charge. At the end of your turn, destroy Leeroy Jenkins and replace him with 2 1/1 whelps on your opponent's side." Since Leeroy's suppose to just die at the end of his reckless charge anyway lol although I guess he usually doesn't stay on the board when summoned, or is just a finisher, so idk


I think "Charge. After attacking, Leeroy Jenkins will be destroyed and summon two 1/1 whelps on the opponent's side" would be good. He can still be buffed to do really good damage, but you can't attack, bring him back in, and attack again. And like you said it would fit his lore as well.

This will only solve Leeroy in Miracle Rogue while leaving the Warlock (and more ridiculous version) untouched.
weikor
Profile Blog Joined March 2011
Austria580 Posts
June 14 2014 14:45 GMT
#142
On June 14 2014 23:07 Excludos wrote:
Show nested quote +
On June 14 2014 10:20 faythscar wrote:
On June 14 2014 09:26 xuanzue wrote:
Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn.

That wouldn't work Mainly because that doesn't fit the Leeroy Jenkins character.

On June 05 2014 11:17 BillGates wrote:
Leeroy 5/2, costs 5 mana.

That would make Leeroy completely basically a Reckless Rocketeer lol


This is a totally stupid ability, but I think it would be funny if it were: "Charge. At the end of your turn, destroy Leeroy Jenkins and replace him with 2 1/1 whelps on your opponent's side." Since Leeroy's suppose to just die at the end of his reckless charge anyway lol although I guess he usually doesn't stay on the board when summoned, or is just a finisher, so idk


I think "Charge. After attacking, Leeroy Jenkins will be destroyed and summon two 1/1 whelps on the opponent's side" would be good. He can still be buffed to do really good damage, but you can't attack, bring him back in, and attack again. And like you said it would fit his lore as well.


but then hed be plain bad and nobody would play him. The reason your opponent gets 2 whelps is so that they can trade him for free the next turn. This makes him unable to be played as a minion by himself.
e4e5nf3
Profile Blog Joined October 2007
Canada599 Posts
June 14 2014 15:57 GMT
#143
On June 14 2014 10:20 faythscar wrote:
Show nested quote +
On June 14 2014 09:26 xuanzue wrote:
Leeroy must be 5/2 and make 1 additional damage to a random enemy at the end of your turn.

That wouldn't work Mainly because that doesn't fit the Leeroy Jenkins character.

Show nested quote +
On June 05 2014 11:17 BillGates wrote:
Leeroy 5/2, costs 5 mana.

That would make Leeroy completely basically a Reckless Rocketeer lol


This is a totally stupid ability, but I think it would be funny if it were: "Charge. At the end of your turn, destroy Leeroy Jenkins and replace him with 2 1/1 whelps on your opponent's side." Since Leeroy's suppose to just die at the end of his reckless charge anyway lol although I guess he usually doesn't stay on the board when summoned, or is just a finisher, so idk


I like this idea. Totally fits his lore. But I would add that he is only good for one charge, then he dies. And is replaced by a chicken.
King takes Queen
eqinf
Profile Joined May 2011
Germany100 Posts
June 14 2014 17:57 GMT
#144
i don t like the idea of changing that card at all

its fine the way it is , nearly evry deck has an option to do an very high leathal turn , with or without leroy

remove leroy also would mean that savage/natural had to be removed , or gromash or stuff like that priest legend what enables 20mana nuke with coin
shaman can do insane amount of dmg in 1 turn just by buffing a single crature ad absurdum , and so on

mage can burst u down 28 dmg in 1 turn with spells only hunter can deal 20 dmg out of nothing

its not the card leroy .

my 2c

gl hf
mvp for bonjwa
Mortal
Profile Blog Joined November 2010
2943 Posts
June 14 2014 19:18 GMT
#145
On June 15 2014 02:57 eqinf wrote:
i don t like the idea of changing that card at all

its fine the way it is , nearly evry deck has an option to do an very high leathal turn , with or without leroy

remove leroy also would mean that savage/natural had to be removed , or gromash or stuff like that priest legend what enables 20mana nuke with coin
shaman can do insane amount of dmg in 1 turn just by buffing a single crature ad absurdum , and so on

mage can burst u down 28 dmg in 1 turn with spells only hunter can deal 20 dmg out of nothing

its not the card leroy .

my 2c

gl hf

yeah, except they don't. Leeroy is absolutely a flaw in the design of this game and gives everyone a renewable fireball with a highly ridiculous downside that almost/definitely never comes into play in the top decks.
The universe created an audience for itself.
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
June 15 2014 03:24 GMT
#146
On June 15 2014 04:18 Mortal wrote:
Show nested quote +
On June 15 2014 02:57 eqinf wrote:
i don t like the idea of changing that card at all

its fine the way it is , nearly evry deck has an option to do an very high leathal turn , with or without leroy

remove leroy also would mean that savage/natural had to be removed , or gromash or stuff like that priest legend what enables 20mana nuke with coin
shaman can do insane amount of dmg in 1 turn just by buffing a single crature ad absurdum , and so on

mage can burst u down 28 dmg in 1 turn with spells only hunter can deal 20 dmg out of nothing

its not the card leroy .

my 2c

gl hf

yeah, except they don't. Leeroy is absolutely a flaw in the design of this game and gives everyone a renewable fireball with a highly ridiculous downside that almost/definitely never comes into play in the top decks.

do you think before you type or are you just inspired by the moment?
there are enough other examples of high burst cards or cards that have the potential to lead to even higher burst.
Countdown to victory: 1 200!
S_SienZ
Profile Joined September 2011
1878 Posts
June 15 2014 03:34 GMT
#147
On June 15 2014 02:57 eqinf wrote:
i don t like the idea of changing that card at all

its fine the way it is , nearly evry deck has an option to do an very high leathal turn , with or without leroy

remove leroy also would mean that savage/natural had to be removed , or gromash or stuff like that priest legend what enables 20mana nuke with coin
shaman can do insane amount of dmg in 1 turn just by buffing a single crature ad absurdum , and so on

mage can burst u down 28 dmg in 1 turn with spells only hunter can deal 20 dmg out of nothing

its not the card leroy .

my 2c

gl hf

Mage combo takes 8 cards while Hunter's combo involves Leeroy.
Primal666
Profile Joined November 2010
Slovenia418 Posts
June 15 2014 03:39 GMT
#148
1. They nerf leeroy
2. Everybody is now playing greedy ramp/controls with 39 legendaries
3. People cry the game is P2W
koreasilver
Profile Blog Joined June 2008
9109 Posts
June 15 2014 03:40 GMT
#149
pmuch
S_SienZ
Profile Joined September 2011
1878 Posts
June 15 2014 03:57 GMT
#150
On June 15 2014 12:39 Primal666 wrote:
1. They nerf leeroy
2. Everybody is now playing greedy ramp/controls with 39 legendaries
3. People cry the game is P2W

Except the 2 decks that abuse Leeroy the most are control decks, and the most prevalent aggro deck doesn't run him
primalsplit
Profile Joined June 2014
Turkey0 Posts
June 15 2014 11:53 GMT
#151
Maybe leeroy shouldn't be nerfed, but hero hp should be increased instead? For me, the game shouldn't be about racing the opponent with lucky draws. It should be a strategy/luck game where board control is the more dominant factor.

That being said, maybe it would be better if heroes can be immune as long as they have minions on the board. That is a massive change of course, but might be worth considering out.
quote?
S_SienZ
Profile Joined September 2011
1878 Posts
June 15 2014 13:38 GMT
#152
On June 15 2014 20:53 primalsplit wrote:
Maybe leeroy shouldn't be nerfed, but hero hp should be increased instead? For me, the game shouldn't be about racing the opponent with lucky draws. It should be a strategy/luck game where board control is the more dominant factor.

That being said, maybe it would be better if heroes can be immune as long as they have minions on the board. That is a massive change of course, but might be worth considering out.

The problem then becomes that aggro decks will never work though, pretty much.
Scootaloo
Profile Joined January 2012
655 Posts
June 15 2014 14:32 GMT
#153
On June 15 2014 12:57 S_SienZ wrote:
Show nested quote +
On June 15 2014 12:39 Primal666 wrote:
1. They nerf leeroy
2. Everybody is now playing greedy ramp/controls with 39 legendaries
3. People cry the game is P2W

Except the 2 decks that abuse Leeroy the most are control decks, and the most prevalent aggro deck doesn't run him


Leeroy is optional in Zoo yes, but I still see him being played more then enough in that deck, not every pro might be running him anymore, but there's enough that still do.
Also, with the resurgence of shammy's on ladder, hunter is making a bit of a comeback, and we all know how wonderful the Leeroy Hounds combo is, even at 1 more mana.

And personally, I'd rather die to a double shadowstepped, double cold blooded Leeroy then a druid's Rag and Cenarius, at least with Leeroy you usually waste a lot less time.

All hail Leeroy Jenkins! Savior of the slow as hell metagame!
primalsplit
Profile Joined June 2014
Turkey0 Posts
June 15 2014 15:16 GMT
#154
On June 15 2014 22:38 S_SienZ wrote:
Show nested quote +
On June 15 2014 20:53 primalsplit wrote:
Maybe leeroy shouldn't be nerfed, but hero hp should be increased instead? For me, the game shouldn't be about racing the opponent with lucky draws. It should be a strategy/luck game where board control is the more dominant factor.

That being said, maybe it would be better if heroes can be immune as long as they have minions on the board. That is a massive change of course, but might be worth considering out.

The problem then becomes that aggro decks will never work though, pretty much.

Yes. That's why I said a massive change. It would require a change in a lot of cards, hunter's hero ability and maybe warrior's hero ability.

It's more from a game design perspective whether or not the game should take a lot of turns or should be finished in below 9 turns most of the time. It's up to the developers' intentions. Basically, what kind of a game they want to create?

For my taste, rushing the opponent down and going to the face are not that interesting. They don't throw the strategy out of the window of course. But I really enjoy slower and longer games. I think they are the richest part of the game
quote?
Mortal
Profile Blog Joined November 2010
2943 Posts
Last Edited: 2014-06-15 16:58:03
June 15 2014 16:46 GMT
#155
On June 15 2014 12:24 Hryul wrote:
Show nested quote +
On June 15 2014 04:18 Mortal wrote:
On June 15 2014 02:57 eqinf wrote:
i don t like the idea of changing that card at all

its fine the way it is , nearly evry deck has an option to do an very high leathal turn , with or without leroy

remove leroy also would mean that savage/natural had to be removed , or gromash or stuff like that priest legend what enables 20mana nuke with coin
shaman can do insane amount of dmg in 1 turn just by buffing a single crature ad absurdum , and so on

mage can burst u down 28 dmg in 1 turn with spells only hunter can deal 20 dmg out of nothing

its not the card leroy .

my 2c

gl hf

yeah, except they don't. Leeroy is absolutely a flaw in the design of this game and gives everyone a renewable fireball with a highly ridiculous downside that almost/definitely never comes into play in the top decks.

do you think before you type or are you just inspired by the moment?
there are enough other examples of high burst cards or cards that have the potential to lead to even higher burst.

which is why you didn't list any of them because Leeroy is the worst by far? warlocks can do 20 damage burst, paladins 18, rogues anywhere from 22-34, etc. etc.
The universe created an audience for itself.
rrwrwx
Profile Joined March 2011
United States247 Posts
June 15 2014 23:07 GMT
#156
What if the whelps have taunt?
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