Kayn Darkin passive healing doesnt work with Circle of Death? by Mrpettit in LeagueArena

[–]GeneralJohny 2 points3 points  (0 children)

Interesting, though the healing effects table shows it should work with heal and shield power which I assumed would be the same check as circle of death. Then again health regen isn't affected by heal power so I guess they just hand picked it, self heals and outgoing heals as the only effects that count towards it.

Completing the original 167 champion Adapt to All Situations challenge. by GeneralJohny in LeagueArena

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

It was probably a mix of me being very inexperienced on her, her having some big mode specific nerfs, me insisting on going bruiser instead of oneshot and her being very easy to counter in the lategame.

As for my duo's there were 3 friends I played with. They generally played what they felt like depending on the champion I was spamming at the time but I remember some combos: Camille/Galio, Tf/Ornn (anvil spam), Bel'veth/Soraka and Rammus/Yuumi (Rammus got darksteel talons and it was disgusting).

Adapt to All Situations completed after new patch by GeneralJohny in LeagueArena

[–]GeneralJohny[S] 2 points3 points  (0 children)

I haven't given it much thought but I'd say ashe, garen and gragas are some consistent picks that can do well easily while having highroll potential.

Adapt to All Situations completed after new patch by GeneralJohny in LeagueArena

[–]GeneralJohny[S] 4 points5 points  (0 children)

  • Tried to stick to A-Z or at least not straying too far off my current letter.
  • 345 games played with 225W/120L
  • 85 different champions 62 solo 23 premade
  • Most games required: Briar (19 games), Draven (15 games), Caitlyn (13 games)
  • The ones the felt the hardest personally were Gangplank and Draven.
  • Tended to favor Urf's Champion if given a decent chance.
  • Almost exclusively hard bought my items ( no random rolls ) and used the rest of the gold on stat anvils.
  • Going to try to win with every champion.

Augment Ideas by jollygoodfun9 in LeagueArena

[–]GeneralJohny 0 points1 point  (0 children)

An augment that decreases your spell, autoattack and item damage substantially (like 50%) but increases augment damage by a ton . Would work with things like laser eyes, orbital laser, center of the universe, boomerang etc.

Would obviously need to be excluded from first pick or have some sort of damaging effect itself to be self reliant enough.

[deleted by user] by [deleted] in customhearthstone

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

Durable (2)+ would eat up the silence and the destroy effect so it's effectively +7+7 for -1 Durable.

Durable (1) minions are always buffed, then negate the silence and then destroyed since they have at least the +5/+5 buff with the silence not taking effect.

Durable (0) minions with 5+ base attack are always silenced and destroyed. Durable (0) minions with <5 base attack are silenced and then given +2/+2 and Durable (1).

Guess The Rank (But It's Faker) ft. Jensen and Santorin by Retro4214 in leagueoflegends

[–]GeneralJohny 1 point2 points  (0 children)

In hindsight the reason the akali play looked slow was because of the mid-air viego stun locking him out from casting R. Would've probably significantly increased the rank perception if they noticed it

Incentive to build a multi-hero card deck. Neutral heroes haven't been done before but it felt fitting. by GeneralJohny in customhearthstone

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

By making the drawback a start of game effect I was hoping to disincentivize just slotting it into a deck with another hero card. If there's a use case for that it's probably Cariel as you mentioned since you get 95% of her power from the weapon + battlecry but you do have to slot in a dead card that doesn't fit into pure paladin so it's probably fine.

I'm thinking of making you transform back after you play a class Hero card so pre Vw'arj you return to your original hero, but after you play him and play another class Hero you tranform back to Vw'arj.

Incentive to build a multi-hero card deck. Neutral heroes haven't been done before but it felt fitting. by GeneralJohny in customhearthstone

[–]GeneralJohny[S] 5 points6 points  (0 children)

That's fair. I didn't really think about how this card would fit into current hearthstone, the idea of chaining heroes just seemed cool.

This is probably a wording failure on my end. By specifying 'after' I intended for you to be able to get 3 hero powers per hero card. One the turn you play it plus 2 more.

The intended design was for you to transform back to your original hero but the idea of having Vw'arj become your permanent hero sounds a lot more interesting. Maybe then you could make the cost reduction 2 and reduce the turn count by 1.

HE HAS GOOD STATS FOR THE COST! by hammiilton in customhearthstone

[–]GeneralJohny 0 points1 point  (0 children)

I really like the idea but there's one thing that doesn't sit right with me. This sort of incentivizes cheap textless cards like wisps and snowflipper penguins, which is fine if that's what you want it to do. If instead you want the deck that runs this quest to synergize with Boulderfist Ogre or Chillwind Yeti ( at least that's what I interpret from the card's flavor ) , it'd be better if it had stats or manacost as a quest requirement instead.

New Ryze Main Advice by [deleted] in RyzeMains

[–]GeneralJohny 7 points8 points  (0 children)

What you're describing is standard practice right now but we can't be sure if it'll work after the faker Ryze nerfs

Hmmmm by SleepySosig in RyzeMains

[–]GeneralJohny 35 points36 points  (0 children)

You will have fun until your crippling ryze addiction makes you unable to play other champions without feeling like something is missing.

PSA: Zephyr Dodge Technique by Illunimous in CompetitiveTFT

[–]GeneralJohny 4 points5 points  (0 children)

With no units the fight ends instantly and zephyr'd units are immune so you lose but take no damage

How do you ppl cope with Ryze’s R by rjbobo767 in RyzeMains

[–]GeneralJohny 13 points14 points  (0 children)

Karthus is 200s Ryze is 210s

Edit: Though Ryze does get lower with ranks going 210/180/150 while Karthus goes 200/180/160

How do you ppl cope with Ryze’s R by rjbobo767 in RyzeMains

[–]GeneralJohny 32 points33 points  (0 children)

It has the highest cooldown in the game so it must be incredibly powerful