![]() ![]() Changing the timing of the bond to attack rather than play should also eliminate some previous frustrations that occured when she didn’t hit the board from your hand. Kalista’s fragility was a key issue, so we've given her extra health at both levels along with the Level 2 damage negation. ![]() Lastly, her statline makes her more reasonable as an option in Fearsome aggro decks. She’s also now more appealing in Ephemeral decks given the synergy with her Level 2 version. Kalista wasn’t meeting the “exciting to build around” bar we have for Champs, so we’ve redesigned her to much better fit into decks that are interested in killing or reviving their own units. Kalista was the least played champion last patch, and considering Shadow Isles is the most played region, that’s not a good sign. We've also reduced his quest trigger to 7+ Ephemeral attacks and increased his level 2 Ephemeral buff to +3|+0 to ensure Hecarim is more of an awesome option for Ephemeral decks and that his Riders can still terrorize the board. Hecarim attacks also tended to spread too much damage, which rarely allowed good blocking options, so we've adjusted the riders to 2|2 to allow better counterplay when the Shadow of War charges in (we’ve also adjusted Onslaught of Shadows to match). We reduced his health by 1 at both levels to make him easier to bring down. We're looking to shift Hecarim's power deeper into his Ephemeral synergy while leaving him a viable, but weaker, option for Shadow Isles decks in general. Hecarim has been seeing a lot of play, but in most situations he wasn’t ever leveling up, which indicated he had too much “generic” power and not enough payoff for a specific type of deck where he might really shine. We’ve tweaked Hecarim to be less of a powerful finisher in any deck and more of a specialized Ephemeral deck bomb. ![]()
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