What changes would u make to the game?
just wondering how yall feel about it
just wondering how yall feel about it
I would start by removing a few champs that i find unhealthy, then i would remove 2 or 3 items (
) and then i would finish it off by making turrets do %health true damage. Just my opinion, im sure MANY of you disagree, and thats fine.
Give BE per game and give turrets bonus armor pen, damage, and health.
Redesign Hextech Minefield. It's just too strong. Here's what I wrote about it on BGG:
The Problem:
In plain words; Hextech minefield is too strong. The level one schematic allows you to choose a color and kill all minions that are standing on rune fields of that color, then take a damage card to avoid discarding it.
In missions that spawn minions based on the rune die, Ziggs can keep the game completely free of minions at the cost of a randomized command line.
In boss fights, Ziggs has the option of blocking respawns or dealing a pretty reliable point of damage per turn to the boss.
Since he won't be using his command line anyway, this also increases the card options for the rest of the team. Alternatively, other team members team can use Heimerdinger's repair arm schematic to push Ziggs around and mitigiate the minefield damage.
The only thing holding the infinite minefield strategy back is the fact that you need 20 kills to get it going. Which is only an issue in boss fights.
Infinite Minefield is a valid strategy in five missions, and can be made to work with a little planning in two more.
The Mission: Find a variant in which HM isn't so overwhelmingly strong that it's banned from the game.
Random ideas: These are just the ideas that are off the top of my head, without further analysis.
1.) "If there are no minions on the board at the beginning of a minion phase, perform an additional minion phase after the minion phase is over". This allows the spawn of more minions, and moves one set of spawns out of HF's damage area. Otoh, it simply means "leave one minion alive each turn".
2.) Swap around spawn and movement. This allows the minions to evacuate HF, diminishing the power of the card but still keeping at viable as an AoE nuke. This would also make predicting the minion phase a bit harder, since the minions pop up and (potentially) go right after their objective.
3.) Instead of dealing damage to Ziggs, have HF deal damage to the player in that color's direction. This makes the tradeoff more random, and forces the team to consider if the waveclear is worth it. I feel this one is very in line with Zigg's "Explosions first, questions later", mindset, but I also worry it might not be a strong enough disadvantage.
4.) Instead of dealing damage to Ziggs, have him scrap a slotted command card and take one damage. This feels harsh, at first, but what it basically does is replace his draft with damage cards. Combined with the "Hit Me!" schematic, it turns in to Ziggs attempting to pilot his mech with damage cards instead of schematics. While it's thematically closer to Rumble, the Ziggs player will be able to HM until he runs out of schematics, and then only every other round, with the cost/reward of a vastly different playstyle. my biggest concern with this variant is that a "Hit Me, Minefield!" Ziggs would be wildly more fun than any other character. I personally love this idea. It balances an extremely powerful card with an equally powerful drawback, and puts the infinite minefield on a timer. Once Ziggs is out of cards to scrap, he'll only be able to blow the minefield every 3rd turn.
I'm looking forward to your ideas and feedback.