Actually, at the moment with the new upgrade you will still need to choose your upgrades in the rune manager before you enter a match with your Battlegroup.
Oh absolutely, but it doesn't prevent the idea from being implemented later is what I was referring to.
What kind of map changes did you have planned, because they still seem as bad as ever for the few games I've had, almost totally lop sided in favor of player 1 should he draw a flyer or teleport or 7-8 speed champ.( not talking about all maps just certain ones ) not really sure what the balance is but i can say for certain that center fonts should never favor these advantages, tertiary/side fonts sure, but not the most important font.
Hopefully they will be lowering the number of high speed units that are also damage dealers, tanks, and powerful ability users to make mobility and speed their point and not a norm of those types of champions. The faster, or more mobile via flight/teleport etc, you are the weaker yuo should be in other areas. Maybe flying will actually have a fair cost associated with it now too. That and/or a negative to make up for its effectiveness such as not benefiting from positive terrain effects since it ignores negative ones.
I think maps should be left until we see what the new baseline is after the current champion adjustments.
But I don't understand a thing about this 4/5 ability for champ revamp: the champion will generally be stronger by increasing their rarity? Or Legendary will generaly be strong as a common/uncommon?
So the way it works is that having 10+ abilities is really annoying. You can misread one of the ten abilities and it will mess up a game because players, and new players especially, don't have time to read and comprehend all of them. They don't have to be good or bad abilities, strong or weak, but just the sheer density is the problem. More expensive champions should be more powerful. Rarity should only be an indicator of how unique or complex the champion is. Common champions should be pretty simple overall, while Legendaries can have multiple unique abilities or rarer abilities. Mind, this is just a rough guideline. Rarity should have no real bearing on how powerful a rune is.
Rarity should simply equal how hard it is to acquire said rune. I would be fine with rarity = complexity but not = power. With the revamp the reduction of abilities across the board will help the learning curve and to focus champions into specific roles instead of having 10+ abilities. This many abilities would be fine if the number of average champs on the field was very low but this is not the case.
The problem I noticed with SoE is also that new abilities came on Limited/Legendary champs first, and often were abilities that made a theme better.
I waited a week, like a good boy. Now... where is the next preview? I will be sacrificing one Captive Lorekeeper each hour until there is a new preview. I know I know, it's a waste of Sacrifice, but it's the principle gosh durn-it!
I'll take the ranked que as hostage, I'll play AP lock + chopping block + timmy + fist of bastion hybrid bg, I have the vengers to do that.
Is this actually true? Endless Wonder FS Champs with New Abilities Commons - Circadian Templar's Mirefolk Resurgence (Mirefolk) Uncommons - Rares - Circadian Enchantress's Mirefolk Revival (Mirefolk) Exotics - Legendary - Darkmarsh Outlaw's Brand of the Outlaw (Non-theme), The Thing's Marsh Awakening (Self buff with Water) FW Champs with New Abilities Commons - Uncommons - Rares - Fleshweaver Witch's Summon Festering Corpse (Zombie), Fleshweaver Witch's Zombie Herder (Zombie) Exotics - Bloodworm's Bloodlust (Bleed, ability shared with Hekatian Arbite) Legendary - Coragh's Double Trouble (Zombie), Mysia Lamia's Shrinking Scion (Non-theme) FW/FS Legendary - Tortun Bokor's Cursed Treasure (Witch, kind of?) IS Champs with New Abilities Commons - Uncommons - Silverclan Engineer's Superior Engineer (Construct) Rares - Silverclan Hoplite's Complex Machine (Construct, ability shared with Silverclan Shocktrooper) Exotics - Legendary - Dwarven Alchemist's Grant: Stoneskin Potion (Non-theme), Dwarven Alchemist's Grant: Healing Potion (Non-theme, Healing theme?), Silverclan Shocktrooper's Complex Machine (Construct, ability shared with Silverclan Hoplite) KF Champs with New Abilities Commons - Uncommons - Rares - Chained Fae's Chains of Amareth (Fae) Exotics - Rage of the Circle's Limbo (Non-theme) Legendary - Enforcer of the Circle's Dictate (Non-theme), Fae Oracle's Anthomacy (Non-theme) May do more later, but even here, with EW having TWO sets of Legendaries, this doesn't really tilt theme abilities towards Legendaries, though it is true in general that LEGs gets new abilities more consistently (which makes sense if you think about desirability for new runes).
I was thinking of Dire Covenant, with Lich's Servitor, Attendant Squire, and Draksar High Priest. Totem of the Fallen came to mind too with Skeezick Rapture.