Dan_Felder

Dan_Felder



Comment

Originally posted by Responsible-Sugar748

They need to give those kitten/yordle icons back to Aatrox. Infernal Chains just haven't been the same since the change.

In the dark and dreary forest
Stalks a beast that none can tame,
A creature born of nightmares
And fear itself by name.

Its fluffy fur and big round eyes
Might make you think it's sweet,
But then it tracks your pounding heart
And marks its every beat

We baited out the loathsome beast
It gorged and slurped their veins
We locked it deep within the earth
Bound in Infernal Chains

We shut the mountain
Barred the door
We broke and burned the keys
So give thanks to the Darkin Blade
He chained a fouler beast


Yesterday

Comment

Originally posted by Apocabanana

Especially if you take into consideration that the old conversion rate was 4:1. If that were still the case it would be 5 wilds!

Definitely. Heck, I'm pretty sure it was 5 to 1 in the old conversion rate. 2 to 1 seems great.

Comment

Originally posted by Lion-Shaped-Crouton

7 in total, 8 if you count wild cards.

If you start counting PvP currencies there are more thna that.

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Originally posted by Dry_Cardiologist6758

That is a lousy trade off! 20 does not equal 10!

20 fragments for a specific champion you might not care about vs 10 wild fragments for any champion you choose? I'd take the 10 wild fragments.


27 Nov

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Fantastic news. I enjoy the gameplay of all three champions, and it's great that they'll get a glow-up in the future. Content quality is what set's LoR apart from other cardgames, espescially when it comes to pve roguelite cardgames. While releasing new content matters, the backlog of high quality champion content is already huge and many PvE players have barely touched those champions in PvP. It feels new to them.


26 Nov

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Not how I think about it. If a reward is “good enough” for my game plan, l I don’t reroll. I only reroll when I don’t think I can win with what I’m being offered. I might need a specific type of power or card to fill a hole in my gameplan, like free unit generation or scaling answers to big units, and reroll looking for those if I don’t have them yet. If what I’m being offered is good enough, I just stick with what I’m being offered. I only sink rerolls in if I’m being offered mostly blank powers or if I’m near a mini boss or boss I need to find a specific kind of tool to beat.

That way I have the most rerolls once I know the most about my build and what I need to find to plug its weaknesses or scale it to the final challenges.

I’m more likely to get offered a useless power in a shop than on a power node, so I’m more likely to use the rerolls there if I absolutely have to. If I don’t think I have to then I hold off for a node with more options so I can hunt a specif...

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Originally posted by Shadourow

Ashe got released ???

Thank you for holding the line soldier.

The memewatch shall not fall.


25 Nov

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Originally posted by MartDiamond

The completed thing is just how many times you can beat it and get rewards, why do you want fewer reward opportunities? You generally don't need to complete every single one of them before opening up more adventures I'm pretty sure.

It used to be you have to fully compete them to unlock the next adventures.


24 Nov

Comment

Originally posted by jubmille2000

That's fair. guess it's a more ,that Jinx has a lower skill floor than Yasuo, but Yasuo has a higher skill ceiling,?

I think that's a good way to sum it up. Jinx was specifically designed to be as easy as possible to play, which is why she does damage to stuff for playing or discarding cards. Even if you stall out and try to play defensive with her instead of pushing for a win, big misplay usually, the enemy nexus might just die through incidental damage anyway.

With Yasuo, your win rate skyrockets if you know to replace any cards in your opening hand that aren't Bladetwirler, Concussive Palm, or Will of Ionia (with Bladewhirler being the most important unless you already have 1) - which usually includes replacing Yasuo too outside of certain matchups and relic setups. Yasuo can afford to come down later and stabalize but Bladwtwirler on turn 1 makes a massive difference by building up and applying pressure every turn you can attack with them. Simply stalling with Yasuo is fine but being able to apply intense aggro pressure through a 17/3 quick attack overwhelm unit is a very bi...

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Comment

Originally posted by jubmille2000

You just said it. There are CERTAIN scenarios that Yasuo will come out.

That's the point.

Jinx is better in much more scenarios than Yasuo. That's why she's in the top 3.

I'd disagree. Jinx can fizzle out much more easily than Yasuo. Yasuo is harder to pilot perfectly but if you pilot it well it's very hard for anything to kill you. Jinx is just strong and extremely easy to play and very fast so very efficient to play.

Comment

In terms of absolute win rate if you play correctly, Yasuo is easily in my top 3. Frankly I'd rank only Asol higher than Yasuo when it comes to my own win rate. However, playing with him to full power isn't obvious to many players and it's easy to make mistakes that dramatically reduce your win rate.

First, you need to know to hard-mulligan for key cards like Bladetwirler and Concussive Palm. Many people don't realize that Bladetwirler is basically the second champion of the deck, and getting one down early is way more important than getting an early yasuo. A turn-1 blade twirler puts the opponent on a very fast clock and can scale dramatically over the course of the game.

Second, you need to find opportunities to bank spell mana which involves refusing to play cards you don't need to. Yasuo with 3 spell mana in the bank is very hard to hurt but yasuo with 0 spell mana in the bank can be overwhelmed. Many experienced players will do this automatically but others use...

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22 Nov

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First, Chess-bot research has been decades in the making and there's only a few pieces. Cardgames have far more interactions.

Second, players in pve campaigns generally prefer to be smarter than their opponents and win via superior play against a foe that has more resources,. Entire series like the fire emblem series relying on players exploiting the AI's mistakes and predictable actions. Players don't necessarily enjoy a game that's outplaying them and making them feel dumb. They mostly want the AI to avoid any super-obviously-stupid plays like using a removal spell on its own dude or failing to block lethal.

So it's a huge amount of effort to make truly great AI for a cardgame and many players might even prefer you not do that in the first place. When it comes to opportunity cost, would you rather hire 3 extra AI engineers to make the AI harder over many months, or would you rather hire 3 more designers/gameplay-engineers to make more adventures, champions, event...

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21 Nov

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Originally posted by Kronnerm11

Noob Q: What are the stars exactly? Are they specific points on the constellation?

Each champion has a star rating that tracks their most important star upgrades in their constellation. So there’s a lot of stars in their constellation but only the “major stars” are tracked for that system.

It’s a bit confusing, I apologize for that. It was a natural result of a simpler old linear system being expanded into a full constellation skill tree.

Comment

Great advice. Also, you need to think about the gameplan you have vs the final encounters early on and draft accordingly. For example, when I was using original Lux at 2 stars with chemtech duplicator vs the 4.5 asol, I already knew I would win the game if I could start the turn with 6 mana and Lux in play. That meant I never took any upgrade that just made her more powerful, none of that was relevant. The only thing I needed was to survive to 6 mana and keep her alive.

This meant taking an Ionia support champion. Inforget which one it was some terrible one I never played once in the adventure but all I cared about was getting access to cheap Ionia stun and recall spells in shops to stall until 6 mana.

I also took any cheap defensive spell that could generate units so I could build my board while stalling.

For powers i took anything that could stall. I passed up incredible powers like “double all your slow spells” that are amazing with lux1 whenever I could ...

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Part of the issue is that even if they did start charging more for cards now, many people have massive stockpiles of green shards. They’d have to make the new cards not purchasable with green shards or something. One reason pve works is that it effectively reset the economy so it could be priced in a sustainable ways. If you could use green shards and existing collections to progress pve they’d be in the same situation.

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This is so similar to all my friends' Elden Ring experience too. I love it.


17 Nov

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Originally posted by RainonCooper

Sadly my Warwick is only star 3 :c And I don’t have succubus brand

Warwick really spikes in power at 4 stars for context


16 Nov

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Originally posted by flexxipanda

A characteristic is not a definition or requirement.

Definition from wikipedia

A gacha game (Japanese: ガチャ ゲーム, Hepburn: gacha gēmu) is a video game that implements the gachapon machine style mechanics. Similar to loot boxes, gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play, and some by purchasing it from the game publisher using real-world funds.

Fits poc pretty closely, except that you cant buy vaults or currency directly but you can load up through bundles.

With your logic, japanese vendig machines, where gacha comes from, are also not gacha, because you can't spend unlimited because they have a finite stock in the machine. So basically your wrong by your definition that gachas have to be endless.

If you want, I could list many games that let you spend in game currency to get a random in game item? Many will be classic buy2play rpgs.

You barely even do that with Tpoc anyway, 99% of the time you spend resources to buy known things like starring up a champion. It isn’t until you’re buying golden reliquaries that you’re spending in-game currencies on a random outcome with any regularity, and that happens only once a month - plus has duplicate protection. It isn’t even set up like a gacha pool. Every epic has the same chance of dropping.

The only reason it’s done via accumulating a currency is for system convenience to give players more options for saving up a granular reward - if you get a lot of unexciting duplicate relics eventually you can get a super exciting epic relic that is guaranteed to be one you don’t have yet.

Also, there are other things rotating through the shop you can buy instead. This gives players more options and agency compared to ju...

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Comment

Originally posted by flexxipanda

So the only difference is that the pulling is not endless but time-gated in PoC.

You're concentrating too hard on pedantic definitions.

In the end they are all just lootboxes with random rewards. And the games somehow trying to trigger addiction, impulse buys, FOMO etc.

“So the only difference is that the pulling is not endless but time-gated in PoC… In the end they are all just lootboxes with random rewards. .”

WoW classic has random drop tables. Diablo and Dark Soils have random drop tables. Countless rpgs and roguelikes have random drop tables. They aren’t gacha games.

Gacha game is a specific and useful term in the industry. It does not mean “uses random rewards sometimes”. Gacha games are primarily monetized through buying random pulls on the “lever” hoping to hit a jackpot. This distinction matters because it causes dramatic ripple effects that affect the entire experience.

In path it’s basically the opposite - the free rewards that have RNG while most monetized bundles are built around specific items you can count on. You aren’t buying “just one more pull” hoping for the ultra rare s-tier champion. You’re buying the swain bundle to get swain and his epic relic.

Some bundles have random vaults throw...

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05 Nov

Comment

Originally posted by Neofertal

This reads so much like a generated comment for astroturfing.

Wut? Generating comments talking about specific star power applications? Some folks just think Warwick is going to play better than he reads, and I’m definitely one of them. There are so many ways to stack up lots of damage instances, especially in P&Z, and those effects are often less useful in Path so I’m very happy to get new reasons to draft them. Also I’m going to make some HUGE unit.

That’s fan design that had him popping out of the deck was cool too, but since arcane likely brings in new fans I get why they want Warwick to go simpler. Am more hyped for ambessa printer though. :)