Not only is it quicker, it's more or less impossible to counter because usually they get not one but two or more Watchers. That's the problem. Every deck you listed has strong finishers that get you like 90% of the way there but none of them are inevitable. Watcher needs you to have basically two separate immediate answers on turn 8 (or drawing two of your champ and awkwardly shuffling in champ spells). I don't think people are asking for the archetype to be removed altogether, but it absolutely needs to be less of a guaranteed doom situation. Like Deep, Celestials, Warmothers, FTR are scary as hell against aggro but they can all fight back against each other. Watcher is literally whoever attacks first wins on the spot, it's not even a counterable skill. If you saw the EU tournament, those games were awful because of how strict the clock was, although the Teemo draw was hilarious.Warmother's Call and Commander Ledros have been in the game since day 0, Maokai and Deep overall was added in the first expansion, FTR is largely unbeatable unless you invoke Supernova or have a counter, 7-10 Celestials in general are extremely hard to stop when you have your pick of which one you want to go for. Difficult to interact with wincons have been a part of the game since the beginning, and outside of the decks who have no wincon besides getting something off Starshaping most of the control and slower midrange lists that exist currently don't have that bad of MUs vs TLC. While the combo is definitely quicker than the things I listed
*TLC has in fact won a Seasonal. It was the SEA where Flying Fish won with a TLC in their line up. At the seasonal most winners were in fact targeting TLC to win and while successful, that didn't stop many players from bringing it. It represented a large share of the decks brought and still represents a large portion of the decks brought in competitive play. It is undeniably a tier 1 deck in competitive even though it can be targeted... just like Azir Irelia can be targeted or how tier 0 Lee Sin used to be.
Ez Draven plays very similar to a Midrange control deck and it gets stomped by TLC
data really only tells half the story. using matchup tables isn't the be all end all because of how the meta warps around threats, you're only getting TLC matchups in the context of a hyper fast meta.
TLC isn't an OP deck, that isn't the problem. the problem is it puts a hard clock on the game in a way that no deck really has before. now that isn't the same problem that Azir/Irelia is when that clock is a nut draw turn 4 or 5, but there's very, very few decks that can deal with double Watcher on turn 8. just because the meta exists in a state where most decks can beat TLC before that doesn't really change that. there's just no need for that combo to be that uninteractive. like you can't Deny it, you can't Ruinate it, you need two immediate removal spells before you even have max mana, etc.
Yes, there are solutions to one Watcher. But how are you going to double stun, double silence, double combat challenge them on turn 8 when it's highly likely they get both? The problem with the Watcher is that even if you have an answer for one it's extremely unlikely to have an answer for the second, let alone the third or fourth. Shadow Isles can't double Vengeance. P&Z won't have enough damage from spells. Ionia can't recall. Your combat stats are useless because Watchers are huge so outside of some pretty nutty Dragons with Concerted Strike you can't get rid of non-ephemeral versions. The only competitive stuns right now are really Arachnoid Sentry and Concussive Palm and you need two. Even Crescent Strike you need to have invoked two of them. Champ spell to put in your deck? You need two copies of the champ card. Like you need two of a very specific answer. You don't even get combat against Watcher, as soon as it declares an attack you've lost.You can stun the Watchers, you can silence them, you can Single Combat ephemeral ones.
Plenty of decks can deal with one Watcher (hence Mogwai's suggestion to make it so Matron doesn't give you a copy). Very, very few decks can deal with multiple Watchers and Feel the Rush is completely different. It isn't going to kill you from full life unless your board is completely empty. You get combat interactions with it. You can Ruinate it. Freeze. Recall. Deny. And you only need to do that to one of them to survive. You can kill one and half the combo is gone. Like it's way more interactable, it's not even remotely comparable.Frankly if your control deck can't deal with one or two Watchers on turn 8 (and mind you vs Control it's fairly uncommon to be able to attack with Watcher on 8 because you have to have Lissandra already in play which leaves her exposed to getting killed) you probably would have lost to a resolved FTR as well.
Sweet, was looking forward to new Lab stuff.Wow this Malphite lab deck is SSSOOO bad....
Almost lost to Spiders. Spiral Stairs might actually be the worst card in the game... man what were they thinking with that one.
Free Rerolls on the first pick though which is super helpful. Also event calendar updated:
New Lab powers:
Good words. Here's hoping they can execute on it.We know there has been a lot of conversation recently on the topic of live design updates, and folks are… less than satisfied with the changes patch 2.9.0. First off, in patch 2.11.0, alongside the release of our next expansion - Rise of the Underworlds, we will be releasing a large batch of card updates, including updates to both older champions and non-champion cards.
Second, we're going to be spending time re-evaluating our current live design philosophy and plans for the future. We don't have any specific details at this time on exact balance cadence, but we know this issue is important and we will communicate our new plan once it's finalized.
Before we get into it, I think it's very important to call out that we thrive on the feedback we get from all of you. Our plans and actions change constantly due to the feedback we see from the community. Sometimes it takes time for those changes to be realized in balance patches. We have one of the most amazing communities I've ever seen in gaming and I think we should all work hard to protect the special community we have built together.
We want you all to know that the reduced number of live design changes over the last few months has been primarily due to our team being focused on making awesome things for the future. For example, the next champion expansion, scheduled for July on our roadmap, will launch very soon after the Rise of the Underworlds expansion, and many of the same designers who work on game health have been working on that champion expansion. There are also new things coming that I won't go into detail on just yet, and you can expect another roadmap with more detail coming in late July. We slipped into a pattern of being focused on the future and deprioritizing the present. We made a mistake and we hear you.
We know that players want to see more balance changes as we move forward, so we're taking that feedback to heart. Our team is re-evaluating live design cadence and the scope of the changes that we're willing to make, in order to make that possible.
All I needed to hear really. Was getting worried that they were pulling back on the changes because of more frequent card releases. Its going to be a month wait but at least this time the changes should be meaty (especially after the backlash).First off, in patch 2.11.0, alongside the release of our next expansion - Rise of the Underworlds, we will be releasing a large batch of card updates, including updates to both older champions and non-champion cards.
Considering that Irelia and the other Blade Dance cards came along in an expansion, idk if this holds up.The expansions besides the first of each set barely affect the diversity of meta, even then the first usually has dead weight cards because clearly they hold back the archetype.
It does hold up. Cards like Emperor's Dais, Field Marshall, Voice of the Risen, Field Musicians were all intended to work with this archetype but were released in the initial set, not with the current expansion. It's a slightly different case where those cards ended up being good standalone but they were very clearly meant to be played in that Irelia deck.Considering that Irelia and the other Blade Dance cards came along in an expansion, idk if this holds up.
We believe that live design is strongly connected to one of our fundamental beliefs, which is that every player should be able to have access to all cards and all decks without spending money. That fundamental aspect of Legends of Runeterra unlocks our team to be able to make card updates without punishing players for past card and deck acquisition choices.
Strong agree.I'm hoping they largely stick to monthly patches outside of emergencies, I really don't like the prospect of bi-weekly balance patches outside of emergencies as I feel like that doesn't really give the meta enough time to fully develop.
Without proper testing and consideration, this could be a recipe for disaster. I would rather they consider the changes and then push them out rather than rush out changes at the whim of the community. It seemed like their plan was to make big changes for 2.11 but they couldn't share that information in advance before and why we got an anemic 2.9 patch.Considering that they're aware that people are unhappy about the balance changes, I wonder if they should've updated a few cards through a hotfix to stave off some of the negativity. I recall them saying that they have the ability to update cards without having to push out a patch.
Strong agree.
But based on their release schedule, if they do a big balance update in the month between, there's no room to make tweaks if things go wrong. I think they kind of have to do big shakeups of old cards along with the big release, let the meta stew for a month, and then tweak in the in-between month.
Maybe unpopular opinion but honestly, it's sometimes ok to have a short-term meta ruled by a deck or two imo. If a deck took a week to figure out and ruled for 3 weeks before it got slapped down, that's not terrible. Deckbuilding against a target uses slightly different muscles than deckbuilding into a volatile meta, so I'm not opposed to being able to experience both. I've run quite run strange brews that have found varying levels of success against Irelia that I just wouldn't have had to do compared to last meta. So ironically, because my opponent's deck is largely static (and that's a gross exaggeration given the playrate), I've ended up trying and playing a lot more stuff into it. The problem here is a convergence of new champs bad, Irelia being 90% figured out by day 1, and then community expecting a big patch and getting not much (even tho Rito kind of hinted at it tbh).But Irelia + Azir was an emergency.
You cannot make something good out of crap. You release 3 champions:
• Two low-tier
• One OP
There is... a lot of problems when the mini-expansion debuts like that. Nobody wants to play Zilean/Malphite because they are weak, so your only new option is one good champion, and as it happened, part of the broken deck in need of hotfix.
Riot just fucked up, but it is ok, you can fix it with patches unlike when WotC has to ban one out of 2-3 planeswalkers right at the start of the set. RIP Oko
How'd it feel?Made a Fizz/Ezreal deck. Really excited to use it. I know it might not be "meta" or anything but it seems like a lot of fun!
I had 3 people rage quit on me.... Reminder to respect other people's time and not be a sore loser.
I think it would be great if, when your opponent quits, you have units left on the board, they all auto attack the enemy nexus and it explodes regardless of what health it was on just so there's some element of satisfaction there.
Your team killed it. Looking forward to the Ruination event!ZeroX I helped direct it but didn't work on this one hehe. Agreed it came out great though! I actually worked on the champ skin purchase animations in the card fan :D
I haven't played much with the new archetypes, but Zilean feels the weakest to me. Even below legendary a deck that is slow to get going and needs to draw extra cards is in big trouble against Foundry. And a deck that likes to do 1 damage is pretty awkward against Scars.The Zilean deck in Lab of Legends feels like the first time the Landmark strategy pays off in the format and a control approach is viable. The deck doesn't have to just try and brute force a fast victory, I appreciate how different it feels. I'm sure it'll get crushed by Foundry on Legendary as a result though.
Fleeting AND Slow speed lol.Spiral Stairs is the worst card in the game
You could drop the cost or the countdown down to 1 and it'd still be bad
And Seed of Strength being Fleeting is just the cherry on top
So I've only played this on lab of legends because I'm trying to collect enough stuff to build the Deep deck I want to play, but it seems *really* hard.
Like I can just about make it to Hunters with Azir on normal but then get wrecked. Does that mean I'm really bad at this game, or is labs crazy difficult?
I tried this deck and got absolutely demolished lmaoAbsolutely tearing it up with this Malphite Yasuo deck:
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Ton of healing and early drops to hold against aggro. No other landmark except Eye of Ho-Rak allowing us to play more options against aggro. Auto win against most Midrange decks due to late game condition of Malphite. Bladetwirler comes on big in this deck. If meta slows down I might cut down on some heal cards for a Zenith Blade or two to force early game closes.