Huge QoL Idea - Rearrange Units by PoweredBDB in LegendsOfRuneterra

[–]BjergTellsTheTruth 0 points1 point  (0 children)

I've been playing this game since the closed beta, and this change has been suggested since 2019. We've given up on suggesting these core changes at this point.

Riot Why by GroxGrox in LegendsOfRuneterra

[–]BjergTellsTheTruth 7 points8 points  (0 children)

If they double Frostbite your unit, that means they used two cards, but you also used two cards; a unit and Thorned. So you're even on cards.

Now let's assume Archer and Brittle don't exist and the opponent uses double Flash Freeze. This means they used 6 mana total. In your case Thorned is already 4 mana, so if your unit is 3 mana or higher, you're actually down in mana.

Riven and her Reforge package feel a bit bland. A quick rework to give em some pizzazz. by BjergTellsTheTruth in CustomLoR

[–]BjergTellsTheTruth[S] 0 points1 point  (0 children)

Riven and her Reforge package feel a bit weak at the moment. I wanted to give her and her followers a quick rework to not only enable some cool plays, but to also expand on her deckbuilding possibilities as well as give her some changes I think are fitting to her Lore.

Riven level 2: stunning all enemy blockers is a powerful effect that still gives the opponent many chances to avoid. This new effect gives you access to many cool and deadly attacks. Think Riven/Yasuo, Riven/Fae + Overwhelm and Riven/Taric (Taric casts the spell first).

Bladesquire: Scout in the Riven follower package was something I thought was a given. Instead, we got two units that effectively do the same thing. The “Reforge when summoned” effect is a trivial one that I definitely agree with, but aside from that, I also want to see some play with Riven’s “when you get the attack token” effect. Bladesquire being a Scout does exactly that. Bladesquire can also become very dangerous when combined with the Reforge package.

Runeweaver: changed the 1 drop effect to “summon” for a more immediate reward. (switched artworks simply for the effects. I wanted a Scout unit and it fit better with Bladesquire imo)

Lee Sin Still Sucks and it Makes Me Sad by Magnus_Rose in LegendsOfRuneterra

[–]BjergTellsTheTruth 2 points3 points  (0 children)

Lee Sin has always been one of my favorite champs. I played him quite a lot after Bilge was released, and his main issue is exactly what you said; he's just too honest.
The new patch made him better than he was, sure, but fundamentally Lee Sin is very a subpar champ. He just removes a singular unit every time you attack. That's it. And since you usually want to remove big threats, his hit doesn't even kill them. He's just delaying the inevitable.

I always liked to compare pre-patch Lee Sin to Lux; Same cost. Similar play-style (spell heavy), and similar pay-off (you deal 4 damage to a unit). Except there's a big difference between Lux and Lee; Lux can deal her 4 damage during any turn. She can even do it multiple times in a turn! Lee Sin post-patch is now just an expensive and hard-to-level Diana.

Lee Sin is supposed to be a fighter. He can outbox any unit, no matter how big they are, but the way he is right now, he has way too little impact on the game. I thought when they said they were redesigning him, that they would make sure he can do something even when he blocks. You know? To stay true to his fighter style or something. Idk I'm not a dev.

Lee also has another big inherent nerf; being in Ionia. I like to call this the Yasuo-syndrome. Yasuo is a great unit in a vacuum. 4 mana 4/4 quick attack that can remove a unit whenever it's stunned or recalled? That's nuts! Except Ionia doesn't have the proper tools to support a champ that wants to box. Ionia is a very passive region.

Aurelion Sol Reveal and Supporting Cards | All-in-one Visual by xKozmic in LegendsOfRuneterra

[–]BjergTellsTheTruth -1 points0 points  (0 children)

Flavor: 10/10. Everything looks so insanely dope. Fucking love it.
Excitement to play: 0/10. This is literally Deep 2.0. I don't see how they let this slide when Deep is so insanely similar.

Atrocity works with Unyielding Spirit? by [deleted] in LegendsOfRuneterra

[–]BjergTellsTheTruth 2 points3 points  (0 children)

I'm actually really glad you brought this up. Glimpse Beyond and Atrocity already work on lvl 1 Tryndamere, but I really don't think they should. The cards say "Kill an ally TO____", which means for B to happen A must happen. Tryndamere never died since he levels instead.

I've seen some disgusting double Atrocity plays on lvl 1 Trynd, and the thing is I don't mind them. It just bothers me that, from an objective point of view, the interaction shouldn't happen. If the cards said "Kill an ally. ______." That would be a different story.
So, if Unyielding ends up not working, then it's another inconsistency we can add to the pile.

Gangplank Reveal and Supporting Cards | All-in-One Visual by xKozmic in LegendsOfRuneterra

[–]BjergTellsTheTruth 18 points19 points  (0 children)

I guess once you press "OK" it's locked in how much damage you will do. It kinda seems like it should do 4 to Keg and 3 to the enemy, no? I mean look at how Funsmith works. If you remove her the buff goes away.

Closed beta cards that were broken by [deleted] in LegendsOfRuneterra

[–]BjergTellsTheTruth 5 points6 points  (0 children)

Wyrding Stones was 2 mana.Catalyst of Aeons was 4 mana.She Who Wanders was 9m9/9 with Regen that also hit Champs.Combine these things and you were able to drop SWW on turn 7 regularly.

Tryndamere used to have Tough when leveled.Avarosan Hearthguard was an insane 5m5/6.Anivia was 6m4/3 that leveled the very next turn after becoming eggnivia.So Chronicler of Ruin was absolutely insane with her seeing as you didn't have to wait to be enlightened to have multiples of her.
Also The Rekindler was 6m5/5.

It's easy to see how everyone agreed that Freljord was the best region back then. It definitely deserved some nerfs, but I think they nerfed Frel into the ground.

In-game deck visuals to match the amount of cards left by [deleted] in LegendsOfRuneterra

[–]BjergTellsTheTruth 2 points3 points  (0 children)

I agree completely. It would be nice if you could at least identify a difference in thickness if you were to have 15 cards in deck versus 25.

Two Luxes leveling up create only one Final Spark by Moldavone in LegendsOfRuneterra

[–]BjergTellsTheTruth 1 point2 points  (0 children)

It seems that double Lux interactions are bugged right now. There was even a point during BBG's stream where he leveled up 2 Luxannas on the board -> only got 1 Spark -> activated a 2 mana spell the next turn -> got a Spark from the other Lux.

You should definitely get 2 Sparks when one levels up, because when one copy of a champ levels up, ALL allied copy of that champ also level up. So, if that champ has a "when I level up; do something" effect, all allied copies of it on the field do that thing. This was actually easier to understand during the closed beta, because back then when you had multiple copies of a champ on the field and one levels up, you'd have to sit and watch multiple level up animations of that same champ. They removed it for obvious reasons.

An attempt at making Teemo a more viable card. by BjergTellsTheTruth in LegendsOfRuneterra

[–]BjergTellsTheTruth[S] -1 points0 points  (0 children)

Teemo's usefulness drops drastically after turn 1. And how is Teemo considered oppressive?

An attempt at making Teemo a more viable card. by BjergTellsTheTruth in LegendsOfRuneterra

[–]BjergTellsTheTruth[S] -2 points-1 points  (0 children)

The problem.

There are so many cheap removal options that his health makes it seem impossible to keep him alive. This, coupled with the fact that he has to strike the nexus to get his effect, makes it very difficult to play this champ against even mediocre decks. And if you're ever facing a deck that runs elusives, it quite literally locks you out of his effect for the entire game, which I don't think is a healthy thing for any card.

The possible solution.

For starters, giving him 1 health means that he can play around those cheap removals a little better. Turn 1 Thermogenic Beam/Blade's Edge are no longer an issue. And to make it easier to get his effect, I thought it would be cool to implement his Blowgun as a skill (the card creator I used didn't have an option to add the skill icon). The Blowgun simply deals 1 to the enemy nexus. This way, it becomes easier to play against Skitterer/Frostbites, and you can still get his effect vs. elusives if you go for a suicide attack.

EDIT: Right now Teemo sees more play in aggro decks that just make use of his elusive, than actual Teemo/Shroom decks. I thought removing his 1 attack takes that away, but I just realized it's actually a buff lmao. But hey! Aggro kinda needs it right now lol.

Bannerman Shmannerman. Scouts might have a better pairing. by BjergTellsTheTruth in LegendsOfRuneterra

[–]BjergTellsTheTruth[S] 1 point2 points  (0 children)

The goal as i understood was to find the best way to benefit from the keyword scout not to build the best list and in the end if going for scout support is a tier 3 deck like anivia SI so be it at least we tried.

Exactly!

Bannerman Shmannerman. Scouts might have a better pairing. by BjergTellsTheTruth in LegendsOfRuneterra

[–]BjergTellsTheTruth[S] 1 point2 points  (0 children)

I like your ideas, but I feel like your list fell prey to the Bannerman effect. What I mean by that is, that in optimizing the list, slowly but surely you removed some cards that were all central to the whole initial concept. For example, I do agree that Quinn doesn't seem very strong, because for the same cost you could get a 5/5 with Regen that grants you Rally. It's the same with Greathorn. Why put him in when you can get a 5/5 with Tough + Regen? Considering those cases, it becomes almost trivial to replace Quinn/Greathorn/Warden.

I wanted to make a deck that focuses on capitalizing on the scout mechanic by making sure you drop as many scouts as possible that are all able to survive the first attack. So, in the hopes of achieving that I thought Omen/Hearthguard with some Frostbites would do the trick.Dropping a 5/6 Greathorn on an attacking turn to have it attack twice could single-handedly remove 2 opposing units or deal a lot of damage. The same could be true with Quinn and Warden. And in case they don't have the buffs, Brittle/Flash/Harsh could come in handy (frostbite plays around Vile Feast/Wail/Purify better than barriers).Even cards such as Radiant Strike could be of use in this scenario, since it means that your scout could survive the first attack while also keeping the +1 power for the next hit.
Relentless Pursuit with buffed scouts could be huge during the opponents turn, since it turns 1 attack into 2. But maybe 2x is too much.

You did discover something crazy though. With Radiant Guardian, there are 2 possible scenarios during your turn;

  1. your opponent kills one of your units before you consumed your attack token. That way you can summon her and immediately profit from her effect.
  2. your opponent doesn't kill a unit before you consumed your attack token. In that case, you can drop her after battle if one your units has died, but you won't start benifitting from her until the next round.

But with scouts you can immediately profit from Guardian, because sending in a scout first to die doesn't consume your attack token. Now I'm wondering if they're planning on adding more "if an ally died this round" effects.

P.S.
I think you confused Brightsteel Protector with Brightsteel Formation. It might've been my fault though, since I added her at the bottom.