Should be, standardly available?
Especially when real money and dedicated lifestyles (the pro scene) are part of the equation?
I dunno why a video game needs a rule book, the computer does everything. A FAQ of what happens when you do ambigious things would be useful but it's not needed.
0
CreamstoutWhat you think I program for, to push a fuckin' quad-core?Registered Userregular
Should be, standardly available?
Especially when real money and dedicated lifestyles (the pro scene) are part of the equation?
I dunno why a video game needs a rule book, the computer does everything. A FAQ of what happens when you do ambigious things would be useful but it's not needed.
Well computers always do what they are told, but sometimes they are told the wrong things. So if we had a rule book, not only would it help people understand the game better, it would also make it easier to spot bugs.
Shield Slam is supposed to do 1 damage if you have no armor and one spell damage minion on the table. It wasn't in the game, this is just one example where a comprehensive explanation of all the keywords/rules would help find bugs.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
finally beat a murlock. they're suddenly all over the place, hadn't seen them in months.
I made a single decision to kill a murloc early on that led to the victory. also a good draw I won't deny that but that's required to beat any type of aggro it feels like. and even then, one good animal companion or what have you and it's over.
Should be, standardly available?
Especially when real money and dedicated lifestyles (the pro scene) are part of the equation?
I dunno why a video game needs a rule book, the computer does everything. A FAQ of what happens when you do ambigious things would be useful but it's not needed.
Well computers always do what they are told, but sometimes they are told the wrong things. So if we had a rule book, not only would it help people understand the game better, it would also make it easier to spot bugs.
Shield Slam is supposed to do 1 damage if you have no armor and one spell damage minion on the table. It wasn't in the game, this is just one example where a comprehensive explanation of all the keywords/rules would help find bugs.
When I say a rule book I don't mean "you must play a card in order to use it!" I mean list of rules on how the mechanics of the game works, not just FAQ.
For examples:
The order of action resolution with death rattles and battle cries and such would be nice. These are important in a game where the Sylvanas that was played first resolves first if each of you have one out, vs the death doesn't resolve until the spell that was cast resolves first, etc. etc. etc.
AKA, in an in-house tournament, @MNC Dover thought he had lethal on me by using shadow madness on my 1 hp wild pyromancer, only to realize that after shadow madness resolved and he had control of my minion, his effect triggered and killed itself (along with doing 1 dmg to his own minions), and so lost an important turn.
Those are the kind of things that'd be nice to have lined out. They can't be THAT complicated.
very strong draft with 3 animal companions, 2 unleash, 2 houndmasters that almost always found targets and 2 tundra rhinos that gave charging highmanes in at least half of my games
houndmastered haunted creeper or animal companion usually locked up the early game, or if I started slow multishot or madscientist into freeze trap caught me up, then turn 6+ I kept dropping bombs
the obvious mvp was highmane with pyromancer+worgen combo giving one surprising win
no weak cards but had to play hyena as a 2-2 occasionally, the deck was strong enough that I was able to play pretty loose and still win with only a couple of close calls
first loss was to mage with a perfect curve and I had a hand full of 6 drops, 2nd loss was to priest that thoughtstole both highmane AND houndmaster during topdeck wars
Ben Brode and other devs are hyping up the Hunter card. Seeing as how it's a sniper, I'm theorizing that it'll do damage (2 or 3) to any enemy minion played on the board. So, a continuous Snipe secret.
finally beat a murlock. they're suddenly all over the place, hadn't seen them in months.
I made a single decision to kill a murloc early on that led to the victory. also a good draw I won't deny that but that's required to beat any type of aggro it feels like. and even then, one good animal companion or what have you and it's over.
Felheart (Warlock, Ability, Epic)
Cost: 5
Deal 5 damage to a minion. If it's a friendly Demon, give it +5/+5 instead.
Maybe 5 targeted damage is enough to warrant running this? Seems underwhelming for an epic card.
That seems entirely too slow to use, period. Even if you were running a Demon-themed deck to make use of the buff aspect, I'd still say that's too slow. Why spend your entire Turn 5 making one of your minions into a big ol' removal target when you could just play a minion instead?
Besides, as long as Soulfire exists, there's no reason to use this for removal. 5 mana for 5 damage pales in comparison to 0 mana for 4 damage. Really not a fan of this card. It's just a beefier Demonfire, and there's a reason that card doesn't get run.
Looks useless to me. It's too expensive to be in Zoo, so it's Handlock only. The only demons Handlock uses are Voidwalker if they're worried about aggro, and sometimes the Voidcaller/Doomguard combo, which isn't enough to warrant running it for the enchantment. That relegates it to removal.
Siphon Soul is a stronger removal for 1 more mana. Shadowbolt is a hair weaker for 2 less mana, and that's fairly rare in Handlock anyway. This'll show up about as often as it's little brother Demonfire does.
Well, with all that removal thrown in Warlock maybe its possible to create a low minion mill deck somehow.
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
It does make the epic slot a little more attractive in arena. The current slot is filled with pretty crap stuff like twisting nether and pit lord. Just like the rogue epic slot is filled with garbage stuff for arena, sabotage will make that a bit more desirable.
I've been playing Druid again after a long break of not playing it at all (because I only played Druid for a while), and bear is such an unsatisfying hero power. Rogue can control the board with her face, warrior can never die with his armor, but in between is just there, having very little impact on any game.
GrobianWhat's on sale?Pliers!Registered Userregular
Warrior hero power is easily the worst in arena and would be pretty shit in constructed if not for the card interaction (mainly shield slam but also the armor builders allowing more than 2 stacks a turn).
Rogue also relies on poison to make the hero power great.
Druid hero power is at least never completely useless because it's so flexible.
I wonder why it is I can't get anything higher than rank 11. I usually have no problems going from 20 to 13-14, but then it's a struggle to get to 12. Once there, I never seem to pull any further or get any streaks.
I'd like to blame not having certain cards to run decks, but there are enough free-to-play examples of people getting to legend without them. That obviously points the finger directly at me and my decisions.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
I wonder why it is I can't get anything higher than rank 11. I usually have no problems going from 20 to 13-14, but then it's a struggle to get to 12. Once there, I never seem to pull any further or get any streaks.
I'd like to blame not having certain cards to run decks, but there are enough free-to-play examples of people getting to legend without them. That obviously points the finger directly at me and my decisions.
I feel the same way and I can't blame it on cards haha.
it's so much different than something like starcraft where it's easy to see waht you did wrong and what your opponent is doing better. I keep hitting in walls in this game as well, although over multiple seasons the wall has moved forward a bit, and it's so hard to figure out why. I don't know what I don't know, so to speak.
I wonder why it is I can't get anything higher than rank 11. I usually have no problems going from 20 to 13-14, but then it's a struggle to get to 12. Once there, I never seem to pull any further or get any streaks.
I'd like to blame not having certain cards to run decks, but there are enough free-to-play examples of people getting to legend without them. That obviously points the finger directly at me and my decisions.
You aren't playing enough games would be my guess, or bad luck.
I have 9 decks on my iPad. Make sure she has maxed them out first, or try scrolling down a bit to see if there's a hidden "new deck" button.
Also, Blizzard should just replace the 9 decks with class icons. Each icon then opens into 9 possible customizable decks. It's one extra menu to cycle through but would make people happier*.
*No one will ever be truly happy
MNC Dover on
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
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I mean, that's your standard game rule book.
Should be, standardly available?
Especially when real money and dedicated lifestyles (the pro scene) are part of the equation?
Witty signature comment goes here...
wra
I dunno why a video game needs a rule book, the computer does everything. A FAQ of what happens when you do ambigious things would be useful but it's not needed.
Well computers always do what they are told, but sometimes they are told the wrong things. So if we had a rule book, not only would it help people understand the game better, it would also make it easier to spot bugs.
Shield Slam is supposed to do 1 damage if you have no armor and one spell damage minion on the table. It wasn't in the game, this is just one example where a comprehensive explanation of all the keywords/rules would help find bugs.
I made a single decision to kill a murloc early on that led to the victory. also a good draw I won't deny that but that's required to beat any type of aggro it feels like. and even then, one good animal companion or what have you and it's over.
I may or may not have had a rough day
When I say a rule book I don't mean "you must play a card in order to use it!" I mean list of rules on how the mechanics of the game works, not just FAQ.
For examples:
The order of action resolution with death rattles and battle cries and such would be nice. These are important in a game where the Sylvanas that was played first resolves first if each of you have one out, vs the death doesn't resolve until the spell that was cast resolves first, etc. etc. etc.
AKA, in an in-house tournament, @MNC Dover thought he had lethal on me by using shadow madness on my 1 hp wild pyromancer, only to realize that after shadow madness resolved and he had control of my minion, his effect triggered and killed itself (along with doing 1 dmg to his own minions), and so lost an important turn.
Those are the kind of things that'd be nice to have lined out. They can't be THAT complicated.
Witty signature comment goes here...
wra
knowing what the computer will do sounds like the exact reason to have a rule book
http://www.hearthhead.com/deck=80508/12-win-hunter-beast-lord
very strong draft with 3 animal companions, 2 unleash, 2 houndmasters that almost always found targets and 2 tundra rhinos that gave charging highmanes in at least half of my games
houndmastered haunted creeper or animal companion usually locked up the early game, or if I started slow multishot or madscientist into freeze trap caught me up, then turn 6+ I kept dropping bombs
the obvious mvp was highmane with pyromancer+worgen combo giving one surprising win
no weak cards but had to play hyena as a 2-2 occasionally, the deck was strong enough that I was able to play pretty loose and still win with only a couple of close calls
first loss was to mage with a perfect curve and I had a hand full of 6 drops, 2nd loss was to priest that thoughtstole both highmane AND houndmaster during topdeck wars
rewards were 315g and a kidnapper
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
kill all murlocs immediately on sight hth
fuck
god damn
funny, I was gonna suggest we double the limit of those cards you can put in a deck
How is this... balanced?
Witty signature comment goes here...
wra
you spent one turn playing it and most of another turn activating it
"Sorry about that."
I Faceless his Rag, BGH his, and then proceed to kill him.
Suck it down, you golden Priest.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
six mana in magic (plus four for activation) does not mean the same thing as it does in hearthstone
also a new warlock spell has been spoiled on a korean site
it's 5 mana, deal 5 damage to target minion or give friendly demon +5/+5
Cost: 5
Deal 5 damage to a minion. If it's a friendly Demon, give it +5/+5 instead.
Maybe 5 targeted damage is enough to warrant running this? Seems underwhelming for an epic card.
That seems entirely too slow to use, period. Even if you were running a Demon-themed deck to make use of the buff aspect, I'd still say that's too slow. Why spend your entire Turn 5 making one of your minions into a big ol' removal target when you could just play a minion instead?
Besides, as long as Soulfire exists, there's no reason to use this for removal. 5 mana for 5 damage pales in comparison to 0 mana for 4 damage. Really not a fan of this card. It's just a beefier Demonfire, and there's a reason that card doesn't get run.
Battle.net Tag: Dibby#1582
Siphon Soul is a stronger removal for 1 more mana. Shadowbolt is a hair weaker for 2 less mana, and that's fairly rare in Handlock anyway. This'll show up about as often as it's little brother Demonfire does.
I figured it out
Use it on yourself as Jaraxxus to make yourself an 8/20
And then toss in Demonfire to make yourself a 10/22
And then use Sacrificial Pact on yourself to commit honorable sudoku and heal for 5
BOOM NEW META :rotate:
Battle.net Tag: Dibby#1582
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
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Rogue also relies on poison to make the hero power great.
Druid hero power is at least never completely useless because it's so flexible.
Can you guess what he played next turn?
I'd like to blame not having certain cards to run decks, but there are enough free-to-play examples of people getting to legend without them. That obviously points the finger directly at me and my decisions.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I feel the same way and I can't blame it on cards haha.
it's so much different than something like starcraft where it's easy to see waht you did wrong and what your opponent is doing better. I keep hitting in walls in this game as well, although over multiple seasons the wall has moved forward a bit, and it's so hard to figure out why. I don't know what I don't know, so to speak.
You aren't playing enough games would be my guess, or bad luck.
38thDoE on steam
it's obvious
hunter is stupid
Witty signature comment goes here...
wra
If so, what's your deck limit?
My gf is only able to make 8 decks, and I'm on PC and the limit is 9.
Witty signature comment goes here...
wra
Also, Blizzard should just replace the 9 decks with class icons. Each icon then opens into 9 possible customizable decks. It's one extra menu to cycle through but would make people happier*.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Witty signature comment goes here...
wra