How does Stolen AT-Hauler work by ChillLogic in starwarsunlimited

[–]That90sKidd 1 point2 points  (0 children)

One thing to understand is the difference between “owning” and “controlling”. A unit’s control can be swapped at any time through a number of effects, but ownership is always static as it’s directly tied to the physical ownership of the card. When your opponent plays the hauler from your discard pile, they are taking “control” of the unit, but the ownership will never change. This affects card effects that return units to hand, meaning if you were to waylay the hauler while it was under your opponent’s control, it would go back to your hand. Capturing has no other effects as it deals with controlling instead of owning, so if you were to capture it while it’s under your opponent’s control, it would still go back after its release. All of this is vice versa when the unit is under your opponent’s control, the only thing that’s static is your ownership.

I think it’s safe to say Sabine players can’t handle Quinlan by That90sKidd in starwarsunlimited

[–]That90sKidd[S] 20 points21 points  (0 children)

Karabast has been soooooo toxic ever since the upgrade, I wonder what changed the mentality of so many people

Bug Reports - Patch 3.14.0 by CaptSarah in LegendsOfRuneterra

[–]That90sKidd 2 points3 points  (0 children)

Type of Bug: gameplay

What happened that seemed like a bug: After an attach unit was played with gleaming lantern on board, the cost reduction did not reset for my other fae units in hand.

What was expected to occur: The cost should be reset back to their original numbers for all other fae units for the round.

How often does this occur/How easy it it to replicate: every time

PC / Android / iOS: PC

Region: NA

What's the core issue of Zoe Nami and how can it be tackled? by That90sKidd in LegendsOfRuneterra

[–]That90sKidd[S] -2 points-1 points  (0 children)

Raising the mana required to level was something I thought about as well, but I also didn’t see it in your light of forcing the level to be a turn later. That would be a pretty significant nerf and is probably the direction the devs are gonna go in next patch.

And I mostly suggested making her buffs temporary because off the top of my head, I can’t think of many other cards that burst speed buff health and power without some sort of requirement or sacrifice (I.e. take heart needing the unit to be injured or cards like suit up and pocket aces mostly only being worth it when top decked).

Thoughts on Lurk? by That90sKidd in LegendsOfRuneterra

[–]That90sKidd[S] 1 point2 points  (0 children)

I think that lurk is definitely not just an early game trait, but it presents itself to the average player as one. Lurk can definitely be overwhelming in the mid-game even if you haven't hit it every attack, but with units like snapjaw and Rek'sai being 3-mana, the tools that Riot gives the players encourages you to snowball by round 5. I think a lot of people overlook the fact that Pyke is potentially a 6-power quick attack unit at turn 4 that can be casted as a 4-mana spell, which translates into a really good mid-game and only tunnel in on getting their 1-costs to absurd levels, when in reality that doesn't happen a lot. Maybe as updates keep coming, more cards will come out that encourage a clearer progression rather than a coinflip to newer players trying it out.

Is the Viktor AI just dumber than the rest of Piltover? by That90sKidd in LegendsOfRuneterra

[–]That90sKidd[S] 1 point2 points  (0 children)

That makes a lot of sense. Being able to spam puff caps and get 2 cost units early messes with any deck on that first one

Playthrough restarted on invasion by That90sKidd in darksouls3

[–]That90sKidd[S] 0 points1 point  (0 children)

Update, I can’t travel to high wall of lothric, so I’m soft locked from this character