I'm sad to report that my streak of 7-wins or 0-win Expedition runs has come to an end. I got a 6-win run yesterday after an extremely close, top-decking match. Oh well, off to start another run!
Oh yeah, my champion reward was Anivia. Which is my 3rd consecutive draw of her after getting my level 8 region reward, my Vault, and the Expedition. Sure, the region reward had a high chance of pulling her, but the other two as well? Well, at least I won't get any more copies of her. Maybe it's time to see if I can make her work in a deck...
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
So I think this game needs an "exile" mechanic like Magic: I like the Rekindler and Call of the Mist, but it creates crazy board states constantly reviving something that's already been revived. I'm not sure if that would kill cards like this or what but being able to remove units from resummoning would make Hecarim feel a lot less bad to play against without having to actually nerf the card. Rekindler would still come with a Hecarim, but it would mean you have to make a choice when to revive him and potentially having a "dead" card in hand.
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
I think folks reserving the 3k gems for drafts rather than spending them on the champs you need for a viable deck is going to frustrate you. I'm building a T1 deck and using my shards to fill it out before I gamble that much.
I dunno. I've been doing nothing but expiditions and have a very healthy champion pool. I have at least one copy of every champ and most of them have multiple copies.
Don't forget you get a champ in each expidition, it's just random. Win 7 and you get a champion chest.
Having one champ is the worst way to build a deck though. You want two champions in sets of 3 for a meta deck. That's what I'm saying, buy your one meta deck first before you start drafting with those points, so you at least have a single meta deck.
This also just depends on what your personal priorities are. What you're saying makes sense if what you really care about is having a "meta deck" - and there are a number of reasons that might be the case.
For me there are a number of reasons why I much prefer to prioritize shards for Expeditions.
I enjoy Expeditions
I'm decently good at them, meaning the value proposition for my 3000 shards is much higher. Rather than 3000 shards for one champion card, it is often 3000 shards for a champion, some other cards (maybe one or more epics/rares), and a full or partial refund on my shards. Across time, 3000 shards could end up buying me 10 champion cards instead of just one.
I don't place much or any value on having a "meta deck". I like to make my own decks with what I have. The puzzle of deck building is one of the joys of these games for me.
I'm sad to report that my streak of 7-wins or 0-win Expedition runs has come to an end. I got a 6-win run yesterday after an extremely close, top-decking match. Oh well, off to start another run!
Oh yeah, my champion reward was Anivia. Which is my 3rd consecutive draw of her after getting my level 8 region reward, my Vault, and the Expedition. Sure, the region reward had a high chance of pulling her, but the other two as well? Well, at least I won't get any more copies of her. Maybe it's time to see if I can make her work in a deck...
She is amazing in draft, not sure about constructed
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
I had an interesting interaction in a game last night. I can't remember 100%, but believe the opponent was Shadow Isles / Noxus (def Shadow Isles). I was running Demacia / Freljord.
Opponent had a Hecarim and an unimportant to the story minion attacking in against my 5/5 Hearthguard, a 3/3 Wandering Berg, and a 1/1 Magefinder. I blocked the fully healthy Hecarim with the Hearthguard and the other minion with the 3/3 and one of the summoned ephemerals with the 1/1. The 3/3 was guaranteed to die and not kill what it was facing, so I Single Combatted it with Hecarim to ensure it died.
He reacts by using a Noxus buff to increase the damage Hecarim and one of the ephemeral are doing to push damage and also make sure the Hearthguard dies. Fine, says I, so I frostbite Hecarim. Might as well preserve my Hearthguard, do damage to his one attacker, and prevent damage right?
He Mark of the Isles Hecarim in response, pushing Hecarim to a 3/9. I think he assumed this would kill Wandering Berg whom was Single Combatting the Hecarim AND do damage to the Hearthguard? Maybe he thought he'd have time to Death Mark? He did not. Single Combat goes off, my Wandering Berg dies, and then Hecarim immediately dies, doing no damage to my Hearthguard. I (also) thought ephemerals die after the combat phase, but Hecarim died after Single Combat went off, before it struck my Hearthguard?
Oopsie-daisy.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
While I agree, I think the other advantage of doing it this way is you can get more used to each regions play style. But there is no right or wrong way to do this thing.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
I could see that. On the other hand, I think sticking to one faction increases your chances of getting multiples of a champion (as well as other cards) , which matters since you usually want 2-3 of a Champ before you can build a deck around it. The Champion wild cards are also deeper in the reward track.
I think ephemeral units die when they strike, or at the end of the round.
Yep, that's definitely how it works, but I never thought of that specific interaction with single combat before. My poor opponent definitely did not.
I guess that means if someone drops the 5/5 Darkwater Scourge from Shadow Isles and tries to death mark it, I can react with a single combat on a 1/1 of mine and totally screw them.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
There's one interaction I keep running into that I haven't figured out yet:
What "Locks in" a blocker to where it keeps the enemy from striking even if your blocker gets removed? I've had instances where I thought I was blocking something but my blocker got removed by a spell and then the enemy unit was able to strike my health.
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
I could see that. On the other hand, I think sticking to one faction increases your chances of getting multiples of a champion (as well as other cards) , which matters since you usually want 2-3 of a Champ before you can build a deck around it. The Champion wild cards are also deeper in the reward track.
Sticking to one faction doesn't really increase your chances of getting another champion much and the guaranteed ones are really deep into the reward track. Your best bet to acquire enough champions to make an actually viable deck is to get as many champions as you can as fast as you can. Which means dipping into all the reward tracks and hoping some of your other random champions line up with those.
You are better off getting a viable deck rather then spending more time hoping you get the specific champion you want.
There's one interaction I keep running into that I haven't figured out yet:
What "Locks in" a blocker to where it keeps the enemy from striking even if your blocker gets removed? I've had instances where I thought I was blocking something but my blocker got removed by a spell and then the enemy unit was able to strike my health.
If the enemy had overwhelm it will still deal damage to your Nexus if the blocker is removed.
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
I could see that. On the other hand, I think sticking to one faction increases your chances of getting multiples of a champion (as well as other cards) , which matters since you usually want 2-3 of a Champ before you can build a deck around it. The Champion wild cards are also deeper in the reward track.
Sticking to one faction doesn't really increase your chances of getting another champion much and the guaranteed ones are really deep into the reward track. Your best bet to acquire enough champions to make an actually viable deck is to get as many champions as you can as fast as you can. Which means dipping into all the reward tracks and hoping some of your other random champions line up with those.
You are better off getting a viable deck rather then spending more time hoping you get the specific champion you want.
You aren't going to be able to do much (in terms of making a "viable" deck) with the one champion and smattering of cards you get from levels 1-8 on a region's track.
If the plan is to use wild cards early, then sure. If not, sticking to one faction deep into its track is what's going to get you the epics and rares and multiple copies of cards you'll need for a consistent deck (as well as champions within that faction).
Dipping your toes in to level 8 in each faction could also make sense if you don't have any particular desire to play one faction over another. Then, as you say, you can roll with the luck of what you get from Expeditions and focus on whatever Champion/faction you happen to get multiples of. On the other hand, if you really like Shadow Isles and want to make an Undying deck because that seems more fun than anything else, well then doing level 8 in a bunch of factions doesn't help and you should just power through Shadow Isles.
Like I said before, it all just depends on individual preference and goals! There is no one way to do it that every person is better off following.
Just went 6 & 6 in an Expedition. Sort of funny, in both trials I won 6 in a row and then lost game 7.
First trial was Katarina/Zed with lots of cheap aggressive guys including I think 4x Greenglade Duo. Katarina really can be quite nuts! Attack twice on my turn and once on yours? Ouch.
Second was Heimerdinger/Lux which I honestly didn't expect to get very far with but somehow did.
Also got to Gold rank with my Undying deck, whee! Freljord is there just for 3x Avalanche. Still tuning it. I did have Possession in there just because it's so fun to steal their unit and then sacrifice it to something, but the inability to target Champions made me take it out. Getting the balance right between guys that need to die and cards that kill my own units is tricky.
For LoR, here are a few starting tips from what I've done and gleaned from the thread:
Start by setting your Region under the Rewards tab. Select the "choose region button" in the upper left, choose any region, then activate it. Stay with it until you reach level 8, then switch to another region. Repeat until all regions are level 8. From there, you can switch to whatever region you find the most fun or want to get cards from.
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
I could see that. On the other hand, I think sticking to one faction increases your chances of getting multiples of a champion (as well as other cards) , which matters since you usually want 2-3 of a Champ before you can build a deck around it. The Champion wild cards are also deeper in the reward track.
Sticking to one faction doesn't really increase your chances of getting another champion much and the guaranteed ones are really deep into the reward track. Your best bet to acquire enough champions to make an actually viable deck is to get as many champions as you can as fast as you can. Which means dipping into all the reward tracks and hoping some of your other random champions line up with those.
You are better off getting a viable deck rather then spending more time hoping you get the specific champion you want.
You aren't going to be able to do much (in terms of making a "viable" deck) with the one champion and smattering of cards you get from levels 1-8 on a region's track.
If the plan is to use wild cards early, then sure. If not, sticking to one faction deep into its track is what's going to get you the epics and rares and multiple copies of cards you'll need for a consistent deck (as well as champions within that faction).
Dipping your toes in to level 8 in each faction could also make sense if you don't have any particular desire to play one faction over another. Then, as you say, you can roll with the luck of what you get from Expeditions and focus on whatever Champion/faction you happen to get multiples of. On the other hand, if you really like Shadow Isles and want to make an Undying deck because that seems more fun than anything else, well then doing level 8 in a bunch of factions doesn't help and you should just power through Shadow Isles.
Like I said before, it all just depends on individual preference and goals! There is no one way to do it that every person is better off following.
It won't though. It will get you a smattering of cards from that faction and then few if any epics or champions. The problem is that leveling a track the whole way to 20 vs just to 8 is not a huge jump in terms of getting more of the cards that limit your deck building (champs especially, epics somewhat).
That's why the advice is generally to get every faction to 8. Since it gets you the most cards the fastest to start and going deep into a specific region track is gonna take longer and not get you much of a gain in terms of getting the specific type of cards you want. Even if you really love one faction, getting the specific champs you need to get that region roll is not easy. Honestly there's a decent chance you are gonna need to spend some of those shards (or obviously real money) just outright buying champions if you really want to get a specific deck or even a specific region's deck rolling.
I didn't mean to imply taking a region track all the way to the end will get you all the cards you may want from it. It certainly won't. But it will definitely get you more of them, which I think should be self-evident.
Other than that clarification, I'm done with this topic.
Like, for example, having now almost maxed out Shadow Isles and found myself no closer to being able to put together a good deck, I think you are really overestimating how much it actually helps in that regard. Which is my point. You are, I think, better off just trying to get more champions period because odds are hammering a specific region reward track looking for drops to let you build a decent deck is not gonna help as much as you'd hope.
Well, when I tried Hearthstone and played through the (very short) tutorial, I asked folks what how each 'class' played. Kind of like the two-line summary of each 'region' in the OP in this thread. I was told, "Play them all to level 10 to see what you like." Which is completely the wrong answer and made me stop playing entirely. I already knew what I like and what kind of deck I wanted to build, but I didn't know where that style "lived" in the game, and "wasting" my precious time playing a class that I had no interest in was firmly in the not-fun part of the game. For me, personally, it's more important to have fun playing a game than it is to win-at-all-costs-must-play-the current-meta-netdeck. (THERE'S NOTHING WRONG WITH THAT! It just doesn't suit me.)
I feel like the "Play every region to level 8" comes at least partially from that line of thinking. Playing a little bit of everything means you're more flexible in terms of building a meta deck when the meta shifts. Playing a bit of everything means (supposedly) you'll have a better understanding of that region's cards. Playing everything mean that you'll have a wider "base" to choose from in building a deck.
But, for me anyway, I've only been playing this game for a few days and I already know that I hate Shadow Isles and Noxus. I don't need to invest even a single game in advancing those tracks and getting cards there because it would be wasted effort. And it would not be "fun" (for me!) regardless of the perceived reward. Different people game different ways. Nobody is "doing it wrong" as long as we're all having fun!
Having said all that, I played my first Expedition over the weekend and I'm really digging that format! I only made it 4 games on my first run and then 3 on the second. But a couple of really cool "story" moments came out of those 11 games. Like the game where the other guy plopped down a Fiora early and it was a fun 12 turn back-and-forth battle between him trying to kill low heath targets and me putting up barriers to stop the kills. He finally got three kills and at the very end of the game when the fourth was inevitable he forgot that she needs to SURVIVE the final kill and attacked my Gareth who had been buffed to 12 power. She killed Gareth, Gareth killed her and the game went on. And the dude immediately surrendered.
There were several really cool moments packed into that one session.
The whole thing about "get to level 10/region 8" is that it applies to brand new players or folks that have no CCG experience. When I started Hearthstone in the beta, I'd never played Magic or anything so a lot of the deck archetypes were completely foreign to me. Someone tried to explain the archetypes (Paladins = buff guys, Warlock = damage self and minions for powerful effects, etc), but I didn't really know if I'd like them or not until I tried them out.
For experienced players, or players who know what type of archetypes they want to play, sure ignoring certain regions is totally fine. As it's been said before, there's no one right way to do anything. Besides, you never know if a class/region might have a particular playstyle you enjoy, even if it isn't meta optimized. It was like that way with me and Rogue in Hearthstone. Had sub-100 wins until the Burgle archetype appeared. Between stealing shit and making a nearly unkillable, lifesteal weapon and I was on-board for getting to 500 wins.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
At least it doesn't matter what you play when leveling a region. You can play a Demacia/Ionia deck while leveling Shadow Isles. Game don't care.
In that sense, poking around the different region cards you have seeing what appeals to you and deciding on what kind of deck you want to build is not really incompatible with trying to get the most champions as fast as possible via leveling all the regions up to 8.
But really, the only way you are gonna be able to directly pick a deck you want to play anyway is by spending money or a ton of shards to directly purchase the appropriate Champions (and maybe epics).
Just finished my 3rd Expedition (only 4 wins) and got Kalista (my first of her). That gives me 32 (out of 72) total champions. I have 0 copies of:
Lucian
Ashe
Shen
Yasuo
Draven
Heimerdinger
Thresh
I have 2 Champion Wildcards, 5 Regional Champion Capsules, and 6 Regional Champion Wildcards waiting for me. In theory, that's 45 out of 72 down, with an additional one each week from the free Expedition run.
If I had to guess, I'll have all 72 done in 3-4 months depending on how lucky I get from random upgrades. Depending on how fast they release expansions, it's possible to unlock everything between sets. That would be pretty cool.
Of course the strange part is that I haven't even touched Ranked yet, where all these Champion cards actually matter.
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
They've definitely said that their goal is that a f2p player should be able to unlock every card for free before the next set launches if they put in 7 hours a week. Time will tell how accurate that is, as well as just how close they plan on that happening to the next set.
Just finished my 3rd Expedition (only 4 wins) and got Kalista (my first of her). That gives me 32 (out of 72) total champions. I have 0 copies of:
Lucian
Ashe
Shen
Yasuo
Draven
Heimerdinger
Thresh
I have 2 Champion Wildcards, 5 Regional Champion Capsules, and 6 Regional Champion Wildcards waiting for me. In theory, that's 45 out of 72 down, with an additional one each week from the free Expedition run.
If I had to guess, I'll have all 72 done in 3-4 months depending on how lucky I get from random upgrades. Depending on how fast they release expansions, it's possible to unlock everything between sets. That would be pretty cool.
Of course the strange part is that I haven't even touched Ranked yet, where all these Champion cards actually matter.
They're aiming to make progress pretty good for F2P. LOL makes $texas on it's skins, they want to get people hooked and spend money on other things. From what I can tell their model is fair as hell. I spent money once on the beginner pack and for one expidition. I've been playing nothing but expiditions since and haven't spent another dollar. Also I almost have 3 copies of every champ. It seems like their model is very fair.
The whole thing about "get to level 10/region 8" is that it applies to brand new players or folks that have no CCG experience. When I started Hearthstone in the beta, I'd never played Magic or anything so a lot of the deck archetypes were completely foreign to me. Someone tried to explain the archetypes (Paladins = buff guys, Warlock = damage self and minions for powerful effects, etc), but I didn't really know if I'd like them or not until I tried them out.
For experienced players, or players who know what type of archetypes they want to play, sure ignoring certain regions is totally fine. As it's been said before, there's no one right way to do anything. Besides, you never know if a class/region might have a particular playstyle you enjoy, even if it isn't meta optimized. It was like that way with me and Rogue in Hearthstone. Had sub-100 wins until the Burgle archetype appeared. Between stealing shit and making a nearly unkillable, lifesteal weapon and I was on-board for getting to 500 wins.
Even for an experienced player, if your goal is to play ranked the best route is to level everything to 4 initially, then 8 on your two main archetypes, then craft your meta-worthy deck at that point without paying attention to expeditions yet necessarily. At that point you can do whatever you want, but you'll be finishing dailies with a good deck and reliably winning for awhile, crawling up the ranks.
Looking at the FAQ, they apply your rank to unranked games as well, so you're only not gaining/losing rank. You're still in the same player pool. So assuming you could be winning enough to move up, you're just wasting rank and the inevitable rewards they hand out.
Looking at the FAQ, they apply your rank to unranked games as well, so you're only not gaining/losing rank. You're still in the same player pool. So assuming you could be winning enough to move up, you're just wasting rank and the inevitable rewards they hand out.
Nice, my Demacia / Freljord deck is doing pretty well then!
I don't think I'll ever get 3 diamond chests again, barring unlocks. Only playing enough for two.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Looking at the FAQ, they apply your rank to unranked games as well, so you're only not gaining/losing rank. You're still in the same player pool. So assuming you could be winning enough to move up, you're just wasting rank and the inevitable rewards they hand out.
Nice, my Demacia / Freljord deck is doing pretty well then!
I don't think I'll ever get 3 diamond chests again, barring unlocks. Only playing enough for two.
From what they've said previously, Diamond chests are an extra capsule (4 commons and 1 rare) and ~300 shards over a platinum chest. Which is nice but not worth grinding for deliberately I think.
For the weekly chest imo you get to 10 to get the draft token and everything after that is just "well, I was gonna play more this week anyway".
Man, the Jinx hyper-aggro deck is super fun for quick grinding. Oh, you're stacking shark chariots for hecarim to trigger? Too bad you're dead before he comes out
Man, the Jinx hyper-aggro deck is super fun for quick grinding. Oh, you're stacking shark chariots for hecarim to trigger? Too bad you're dead before he comes out
List?
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Wow. I just realized that all the CITHRIA cards are one story. I legit hope we get a behind the scenes look at the development of this game, because all the way the cards naturally tie into one another (helped by having the same design studios for minions and spells certainly helps) is worth an interview or two.
I decided to make a deck with Anivia. Since she's basically a late-game, Control card, I figured I should tailor my deck to that style. Lots of freeze effects to stall, some draw, and a few ways to cheat out extra mana. Then the rest is Anivia, a few big bombs, and a few ways to copy Anivia for unlimited, recurring pressure.
I'm hardly a decent deck maker, but my version has gone 2-0 so far, which I won't complain about. Not having access to all the cards does make things tricky, but also kind of fun and janky.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Posts
Oh yeah, my champion reward was Anivia. Which is my 3rd consecutive draw of her after getting my level 8 region reward, my Vault, and the Expedition. Sure, the region reward had a high chance of pulling her, but the other two as well? Well, at least I won't get any more copies of her. Maybe it's time to see if I can make her work in a deck...
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I think this advice is situational, and depends on your individual preferences and priorities. I think that concept is based on front-loading your acquisition of common and rare wild cards? I'm not sure.
My preference has been to focus on one faction at a time, in order to try to maximize my deck building potential in that faction rather than dipping my toes into multiple at once. I also want to put off using wild cards for as long as possible for the most part, in order to improve long-term efficiency of card acquisition.
The nice thing is there's no real necessity to have a plan and stick to it. You can just change any time you want to.
This also just depends on what your personal priorities are. What you're saying makes sense if what you really care about is having a "meta deck" - and there are a number of reasons that might be the case.
For me there are a number of reasons why I much prefer to prioritize shards for Expeditions.
All just depends what you're into.
She is amazing in draft, not sure about constructed
The point of leveling each region to 8 is that it's fairly quick to get to 8 and you get a free champion out of it. And champions are the big limiting reagent on your ability to build decks.
And since champions from expeditions, your other main way to get free champions, are completely random, the more champions you can collect as fast as possible, the more options you will have for making real decks.
Opponent had a Hecarim and an unimportant to the story minion attacking in against my 5/5 Hearthguard, a 3/3 Wandering Berg, and a 1/1 Magefinder. I blocked the fully healthy Hecarim with the Hearthguard and the other minion with the 3/3 and one of the summoned ephemerals with the 1/1. The 3/3 was guaranteed to die and not kill what it was facing, so I Single Combatted it with Hecarim to ensure it died.
He reacts by using a Noxus buff to increase the damage Hecarim and one of the ephemeral are doing to push damage and also make sure the Hearthguard dies. Fine, says I, so I frostbite Hecarim. Might as well preserve my Hearthguard, do damage to his one attacker, and prevent damage right?
He Mark of the Isles Hecarim in response, pushing Hecarim to a 3/9. I think he assumed this would kill Wandering Berg whom was Single Combatting the Hecarim AND do damage to the Hearthguard? Maybe he thought he'd have time to Death Mark? He did not. Single Combat goes off, my Wandering Berg dies, and then Hecarim immediately dies, doing no damage to my Hearthguard. I (also) thought ephemerals die after the combat phase, but Hecarim died after Single Combat went off, before it struck my Hearthguard?
Oopsie-daisy.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
While I agree, I think the other advantage of doing it this way is you can get more used to each regions play style. But there is no right or wrong way to do this thing.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I could see that. On the other hand, I think sticking to one faction increases your chances of getting multiples of a champion (as well as other cards) , which matters since you usually want 2-3 of a Champ before you can build a deck around it. The Champion wild cards are also deeper in the reward track.
Yep, that's definitely how it works, but I never thought of that specific interaction with single combat before. My poor opponent definitely did not.
I guess that means if someone drops the 5/5 Darkwater Scourge from Shadow Isles and tries to death mark it, I can react with a single combat on a 1/1 of mine and totally screw them.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
What "Locks in" a blocker to where it keeps the enemy from striking even if your blocker gets removed? I've had instances where I thought I was blocking something but my blocker got removed by a spell and then the enemy unit was able to strike my health.
Sticking to one faction doesn't really increase your chances of getting another champion much and the guaranteed ones are really deep into the reward track. Your best bet to acquire enough champions to make an actually viable deck is to get as many champions as you can as fast as you can. Which means dipping into all the reward tracks and hoping some of your other random champions line up with those.
You are better off getting a viable deck rather then spending more time hoping you get the specific champion you want.
If the enemy had overwhelm it will still deal damage to your Nexus if the blocker is removed.
You aren't going to be able to do much (in terms of making a "viable" deck) with the one champion and smattering of cards you get from levels 1-8 on a region's track.
If the plan is to use wild cards early, then sure. If not, sticking to one faction deep into its track is what's going to get you the epics and rares and multiple copies of cards you'll need for a consistent deck (as well as champions within that faction).
Dipping your toes in to level 8 in each faction could also make sense if you don't have any particular desire to play one faction over another. Then, as you say, you can roll with the luck of what you get from Expeditions and focus on whatever Champion/faction you happen to get multiples of. On the other hand, if you really like Shadow Isles and want to make an Undying deck because that seems more fun than anything else, well then doing level 8 in a bunch of factions doesn't help and you should just power through Shadow Isles.
Like I said before, it all just depends on individual preference and goals! There is no one way to do it that every person is better off following.
First trial was Katarina/Zed with lots of cheap aggressive guys including I think 4x Greenglade Duo. Katarina really can be quite nuts! Attack twice on my turn and once on yours? Ouch.
Second was Heimerdinger/Lux which I honestly didn't expect to get very far with but somehow did.
Also got to Gold rank with my Undying deck, whee! Freljord is there just for 3x Avalanche. Still tuning it. I did have Possession in there just because it's so fun to steal their unit and then sacrifice it to something, but the inability to target Champions made me take it out. Getting the balance right between guys that need to die and cards that kill my own units is tricky.
It won't though. It will get you a smattering of cards from that faction and then few if any epics or champions. The problem is that leveling a track the whole way to 20 vs just to 8 is not a huge jump in terms of getting more of the cards that limit your deck building (champs especially, epics somewhat).
That's why the advice is generally to get every faction to 8. Since it gets you the most cards the fastest to start and going deep into a specific region track is gonna take longer and not get you much of a gain in terms of getting the specific type of cards you want. Even if you really love one faction, getting the specific champs you need to get that region roll is not easy. Honestly there's a decent chance you are gonna need to spend some of those shards (or obviously real money) just outright buying champions if you really want to get a specific deck or even a specific region's deck rolling.
Other than that clarification, I'm done with this topic.
Have fun!
Well, when I tried Hearthstone and played through the (very short) tutorial, I asked folks what how each 'class' played. Kind of like the two-line summary of each 'region' in the OP in this thread. I was told, "Play them all to level 10 to see what you like." Which is completely the wrong answer and made me stop playing entirely. I already knew what I like and what kind of deck I wanted to build, but I didn't know where that style "lived" in the game, and "wasting" my precious time playing a class that I had no interest in was firmly in the not-fun part of the game. For me, personally, it's more important to have fun playing a game than it is to win-at-all-costs-must-play-the current-meta-netdeck. (THERE'S NOTHING WRONG WITH THAT! It just doesn't suit me.)
I feel like the "Play every region to level 8" comes at least partially from that line of thinking. Playing a little bit of everything means you're more flexible in terms of building a meta deck when the meta shifts. Playing a bit of everything means (supposedly) you'll have a better understanding of that region's cards. Playing everything mean that you'll have a wider "base" to choose from in building a deck.
But, for me anyway, I've only been playing this game for a few days and I already know that I hate Shadow Isles and Noxus. I don't need to invest even a single game in advancing those tracks and getting cards there because it would be wasted effort. And it would not be "fun" (for me!) regardless of the perceived reward. Different people game different ways. Nobody is "doing it wrong" as long as we're all having fun!
There were several really cool moments packed into that one session.
I am really enjoying that game mode!!
For experienced players, or players who know what type of archetypes they want to play, sure ignoring certain regions is totally fine. As it's been said before, there's no one right way to do anything. Besides, you never know if a class/region might have a particular playstyle you enjoy, even if it isn't meta optimized. It was like that way with me and Rogue in Hearthstone. Had sub-100 wins until the Burgle archetype appeared. Between stealing shit and making a nearly unkillable, lifesteal weapon and I was on-board for getting to 500 wins.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
In that sense, poking around the different region cards you have seeing what appeals to you and deciding on what kind of deck you want to build is not really incompatible with trying to get the most champions as fast as possible via leveling all the regions up to 8.
But really, the only way you are gonna be able to directly pick a deck you want to play anyway is by spending money or a ton of shards to directly purchase the appropriate Champions (and maybe epics).
I have 2 Champion Wildcards, 5 Regional Champion Capsules, and 6 Regional Champion Wildcards waiting for me. In theory, that's 45 out of 72 down, with an additional one each week from the free Expedition run.
If I had to guess, I'll have all 72 done in 3-4 months depending on how lucky I get from random upgrades. Depending on how fast they release expansions, it's possible to unlock everything between sets. That would be pretty cool.
Of course the strange part is that I haven't even touched Ranked yet, where all these Champion cards actually matter.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
They're aiming to make progress pretty good for F2P. LOL makes $texas on it's skins, they want to get people hooked and spend money on other things. From what I can tell their model is fair as hell. I spent money once on the beginner pack and for one expidition. I've been playing nothing but expiditions since and haven't spent another dollar. Also I almost have 3 copies of every champ. It seems like their model is very fair.
Even for an experienced player, if your goal is to play ranked the best route is to level everything to 4 initially, then 8 on your two main archetypes, then craft your meta-worthy deck at that point without paying attention to expeditions yet necessarily. At that point you can do whatever you want, but you'll be finishing dailies with a good deck and reliably winning for awhile, crawling up the ranks.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Other then a bar that goes up sometimes but means nothing.
I don't think I'll ever get 3 diamond chests again, barring unlocks. Only playing enough for two.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
From what they've said previously, Diamond chests are an extra capsule (4 commons and 1 rare) and ~300 shards over a platinum chest. Which is nice but not worth grinding for deliberately I think.
For the weekly chest imo you get to 10 to get the draft token and everything after that is just "well, I was gonna play more this week anyway".
List?
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
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
That's me every week.
Except I got 2 epics this week I think.
I'm hardly a decent deck maker, but my version has gone 2-0 so far, which I won't complain about. Not having access to all the cards does make things tricky, but also kind of fun and janky.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page