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  • Legends of Runeterra Patches Move Away From Treating Mobile Players Like Second-Class Citizens Unlike its Competitor Hearthstone

    Staff Pro

    I think Hearthstone has done a very good job with the recent launch of the Year of the Phoenix and being more generous with its monetization. Now, it is far from perfect but it is so much easier to get into the game as far as commons and rares go, which is an EXCELLENT change. I'm still disappointed that we don't see additional ways to get packs from the current expansion though. Yes, classic card packs are great for new players, but old players get no value out of them at all. Tavern Brawl is such a disappointment for its rewards structure; It could be so much better.

    If we received Wildcards like the ones we see in Runeterra and MTG Arena, it would go a long way in making that weekly pack feel less terrible and allow new players to choose what they want to create. An adjustment to disenchant costs of cards or the crafting costs would also help in this area quite a bit. I'm not saying that every player should have every single card with minimal effort because that would be silly, but the effort it takes to obtain even just a few good legendaries as a F2P player, which are definitely required for playing decks that aren't just aggro, becomes problematic. 

    I'd love to see the numbers on how people may make more purchases with the game when they actually can create a cool deck. Some players may stick to a single deck, but plenty do want to experiment and adapt to the meta. Also, Blizzard really is missing out on cosmetic revenue. The little board minions in MTG and LOR are fantastic and I remember talking about how cool this concept would be back when Hearthstone wasn't even in beta (that and alternate art).

    Riot is seriously kicking ass with their monetization and honestly should be the way forward for a lot of games that need huge numbers of players to be successful. It is a bit different with card games in that you can still "sell progression" through cards/packs, selling guns in an FPS would be absurd, but low barrier of entry, solid progression systems, and plenty of cosmetics to deck yourself out in is fantastic.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Quote From Wailor

    Three ideas so far:

    English is not my first language. Is the phrase "Recurring Criminal" the most common when referring to people that go back to doing crimes after going out of jail? In Spanish we say "Criminal Reincidente".


    I can't give feedback right now. Tomorrow, I promise.

    I'm pretty sure Recurring Criminal is actually more accurate, at least from my experience. As for the cards, my favourite is probably the Warrior card. The Murloc card just doesn't jump out at me personally and the Rogue card is just a little bit plain and maybe even detrimental depending on your luck.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Three ideas so far:

    English is not my first language. Is the phrase "Recurring Criminal" the most common when referring to people that go back to doing crimes after going out of jail? In Spanish we say "Criminal Reincidente".

    Edit: Just realised how OP Chumsayer is lol Nothing that cannot be fixed, though.


    I can't give feedback right now. Tomorrow, I promise.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    I had way too much fun with this prompt, so I made 9 cards! Is it overkill? Definitely! Do I care? Not really.

     

    Show Spoiler

     

    Please excuse my lack of art for some cards. (Couldn't find anything for the Rogue one so I just slapped Korekiyo in there for now). 
    If you guys could let me know your favourites and how I could refine it, that would be great!

     

    I'll try and do some feedback later today.

     

  • What is your Paladin Wish List?

    Libram Paladin is a midrange deck, but it's way too slow. The cards are also too fair compared to the competitive metagame. I want to see cards like a "1 mana 2/2, battlecry: Discover a Libram" or a "3 mana 3/4, everytime this kills a minion, reduce the cost of your Librams by 1".

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Staff
    Quote From HyperOrange

    Well, isn't the point of making a card from a previous expansion to imagine that the card has existed in the game ever since, getting to live through all subsequent expansions and its various metas and such? In that case the idea is that the quests were designed around your card, so your card can't break them or else they wouldn't have been made in their current form. Since your card isn't actually in the game and the developers haven't taken it into consideration when making the quests, it's your job to make it look like they did.

    This part right here sounds like something that I would be telling you and not the other way around.

    In any case, it appears that we both agreed on something, so I think we can drop this.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Quote From Demonxz95

    Darkshire Librarian was made without any Quest in mind as simply a generic card, as it existed before Quests were made (as you had mentioned) and therefore was nothing to design around. The fact that it happens to work with both Quests is merely a coincidence. Darkshire Librarian is merely an example of why I won't be penalizing cards that existed before the Quests as long as they make context within the set (as it does).

    Since these cards here ARE designed with Quests in mind, it would make the most sense for them to be from a set where the Quest existed. Otherwise, you're designing a card around a specific card that didn't exist yet, which doesn't make sense in terms of the game's continuity.

    Well, isn't the point of making a card from a previous expansion to imagine that the card has existed in the game ever since, getting to live through all subsequent expansions and its various metas and such? In that case the idea is that the quests were designed around your card, so your card can't break them or else they wouldn't have been made in their current form. Since your card isn't actually in the game and the developers haven't taken it into consideration when making the quests, it's your job to make it look like they did. In fact, as I said earlier, I think it makes more sense to make an older card, since no card designed now would try to synergize with two different quests on purpose, but an older one will live through the release of both of them, and therefore could potentially influence their design.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread


    I’ll try to think of something more interesting. Shaman have it easy this comp

  • How to Get Champions

    Heck! I just figured out how to use wild cards to get new champions. Shows how new I am. Thanks for all your input

  • How to Get Champions

    Is there a way to pick new champions with wildcards? Because as far as I new we could only use wildcards to buy copies of cards we already ow

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    I just decided to stitch something simple together for now maybe make something for shaman though since I much prefer those quests.

  • Unseal the Vault Reward Name Change?

    Ah cool okay, glad it's not my mind playing tricks on me! I liked the old name more too, had a more Warcraft feel to it (feels a bit of a generic name now). Strange how they never bothered to mention it. Thank you for clearing that up. 

  • Legends of Runeterra Patches Move Away From Treating Mobile Players Like Second-Class Citizens Unlike its Competitor Hearthstone

    Just to respond to your point on Riot’s Wilcard purchasing cap being removed, I’m pretty sure that it’s safe to say that they did not remove the cap in order to make more money. Actually, LoR initially had no way to buy wildcards, until playtesters told Riot that they wanted to be able to buy wildcards to skip Progression. Without wildcards, newer players, especially ones coming to the game in a few years, would have absolutely no way to catch up with older players. Buying cards is a necessary part of any card game, so Riot was forced to add that ability.

    Now on to removing the wildcard cap. The reason Riot removed the cap was that it did not actually serve to limit how much someone could spend on the game. Players could just buy the max wildcards each week, then save them up to buy the entire next expansion when it released. The wildcard cap only limits how fast newer players can buy cards, so it fails at its job and only causes frustration and harms new players. Riot could have done something like limit how many wildcards you can purchase over the course of an expansion or something, but they ultimately decided to allow players to decide for themselves how much they want to spend. Because you can get the entire expansion just through playing the game, wildcards serve to hasten Progression in LoR, instead of being the only way to play the expansion, like in HS. Overall, I thought you brought up some good points, but Riot’s monetization scheme is not exploitative, and HS could learn a lot from them, if Blizzard ever decided to try to build and retain a fan base instead of seeking short term profit.

  • Dragon-Murloc Rogue?

    Thanks AngryShuckie!  You were spot on in your analysis and I probably posted this too soon out of excitement, haha ;D

    I didn't even realize how few Rogue cards made the cut, but I agree that that's a red flag regarding the archetype.  In previous seasons I built around Anka, the Buried for Rogue quests, but most of the Rogue DR cards/activators are gone and I don't have Akama yet.  As a result, Candle Breath caught my eye, followed by:

    1. "Dragon" keyword search
    2. "Ooo, I haven't used Skyfin yet"
    3. "Murloc" keyword search
    4. "Draw" search starting w/ class cards because they tend to be more efficient
    5. Flik Skyshiv search because that card has crushed my dreams before and I wanted to be the dream crusher
    6. Enthusiastic post on OOC hoping someone else had done my homework for me
    7. This post where I realize that with a little reflection I could've saved the community some time, haha.

    Anyway, thanks again for your response!  I shall take your advice and use some version of this when I have Rogue quests, but I'll look into Paladin and Druid menagerie builds as well because I haven't really played those classes much this expansion either!  (tend to main Hunter and mix in some Mage + Shaman)

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Quote From Pokeniner

    @linkblade91 - Here's my thoughts of the cards to favorite to least favorite.

    Thanks for the feedback! I think you're absolutely right about it being too strong, and I also agree with making him a 5/4/5 to better match the original iteration of Baine. Here's the updated version:

    As for your card, I think the Combo's ability to instantly proc Bazaar Burglary is a concern. You wouldn't need any-other burgle card; you could just run this and a way to tutor it. I like the card, don't get me wrong, I just think the ability to finish a Quest in one card/Battlecry is a problem (Cataclysm can do it, too, I guess, but I hate that card and that Quest so whatever).

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Staff
    Quote From HyperOrange
    Quote From Demonxz95

    I will try to be more lenient with watermark scoring this time around. Although your card logically should come from Saviors of Uldum or later as it's supposed to support a Quest there, I will try not to penalize you for this as long as the card still makes context within the set.

    I kind of disagree with your reasoning. There is no reason why the card couldn't have been released before the quests were printed. In fact, Darkshire Librarian, the card used as an example in the rules, was made 1 year before quests were even a thing. This is because Quests already tap into class identity so that they have some support when they're released. Mage had spell generation before Un'Goro, paladin had buffs, shaman had murlocs, etc.

    To go even further, it doesn't even make much sense to design a card that works with 2 quests at once outside of doing it for fun or for a challenge (which is why I really like this theme) since you would never put both quests in your deck. It's more about making your class versatile to the point where you could imagine it being used in 2 different decks that both manifest class identity in distinct ways.

    Darkshire Librarian was made without any Quest in mind as simply a generic card, as it existed before Quests were made (as you had mentioned) and therefore was nothing to design around. The fact that it happens to work with both Quests is merely a coincidence. Darkshire Librarian is merely an example of why I won't be penalizing cards that existed before the Quests as long as they make context within the set (as it does).

    Since these cards here ARE designed with Quests in mind, it would make the most sense for them to be from a set where the Quest existed. Otherwise, you're designing a card around a specific card that didn't exist yet, which doesn't make sense in terms of the game's continuity.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Quote From Demonxz95

    I will try to be more lenient with watermark scoring this time around. Although your card logically should come from Saviors of Uldum or later as it's supposed to support a Quest there, I will try not to penalize you for this as long as the card still makes context within the set.

    I kind of disagree with your reasoning. There is no reason why the card couldn't have been released before the quests were printed. In fact, Darkshire Librarian, the card used as an example in the rules, was made 1 year before quests were even a thing. This is because Quests already tap into class identity so that they have some support when they're released. Mage had spell generation before Un'Goro, paladin had buffs, shaman had murlocs, etc.

    To go even further, it doesn't even make much sense to design a card that works with 2 quests at once outside of doing it for fun or for a challenge (which is why I really like this theme) since you would never put both quests in your deck. It's more about making your card versatile to the point where you could imagine it being used in 2 different decks that both manifest class identity in distinct ways.

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Holy shit, this is an insane prompt! This is gonna take some time for me to figure out...

     

  • How to Embed a Deck List into a OutOf.Cards Forum Post

    Quote From sinti

    Hi, thanks for creating this little guide :) Tho there is an easier way, on every deck page, there is "Copy BBCode" button, among other things, that does exactly what you are describing :)

    Ah; I was sure there had to be a better way.  Thanks, Sinti!  Updated

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Feedback on cards I've seen

    Show Spoiler

    @linkblade91 - Here's my thoughts of the cards to favorite to least favorite.

    Baine Bloodhoof - I think this card has amazing flavor and works really well with both quests. I see the problem with new players not understanding what Tauren Warriors are but most ppl who have played HS and looked heavily through the classic set will recognize the name. As for the quest supports, Baine is a 4 Mana 4/4, gives a weapon (This already blows Arathi Weaponsmith out of the water) and add a card to your hand after attacking (which you will most definitely do) it's a great card by itself that synergizes with both quests easily, so I will say it's too good atm. If you'd wanna make a good turn for it, keep the Baine stats the same as original (4/5) and make him 5 mana, giving him some slowness for his value.

    Wraith Knight - I find this card intriguing because in a sense it could be a balanced card except for a few minor problems, mainly the new Librams and Stegosaur. Libram of Hope already breaks this card sadly because you easily can get the libram down to 6 mana, cast it on this, then start chaining endless spell onto it while your opponent triesto get the get the guardian down. And not only that, they have to deal with the same dude once they destroy the wraith, and it basically become "Deathrattle: Summon an 8/8 with Taunt and Divive Shield and resummon this minion" if you get enough buffs on the wraith. It just makes it annoying for the opponent to have to throw in a ton of work only for them to have to repeat everything seeing Silence isn't as widespread anymore.

    Tauren Horncaller - It's a good design, but it's misleading. I've seen cards that say one thing, but leave out another. First off, if a new player sees this, they either A: Try to kill it before you get another minion or B: Leave it up because they don't care about Taunt. What they don't see is the enrage factor, which if you've seen how quickly enrage can spin out of control, you know should be easily seen. The card not telling the new player about the enrage effect is very misleading and could change the opponent's entire aspect of killing the caller or not.

    @MrRhapsody - I personally would've brought back my Fire Plume Smelter for this competition I'll show it here:

    However, I personally would recommend you to make more things to broaden your ideas on cards instead of getting stuck on the same idea. Another reason that I chose not to submit it was because that I had a different mindset for the card and wanted to create another card with the current mindset to make a better one. Final reason, I also learned that double quest for Warrior is awful seeing you have to give up one of the hero powers you worked for.

    @Demonxz95 - I really think this card is terrifying. Just cause of how much this it putting Immortal Prelate into a spell that you can put onto almost anything thanks to it's cheap cost. Immortal Prelate also makes this a broken card cause it's almost a 1 mana sathrovarr, shuffling a copy into your deck and adding another to your hand. I wouyld say make it 2 mana at least, maybe even 3 mana to be safer.

  • Classically Trained - Card Design Competition Discussion Thread

    Staff

    CG Linky, when i win my promt will be "Submit a card that hasn't been made by linkblade91" :D

  • How to Embed a Deck List into a OutOf.Cards Forum Post

    Staff

    Hi, thanks for creating this little guide :) Tho there is an easier way, on every deck page, there is "Copy BBCode" button, among other things, that does exactly what you are describing :)

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Thanks for feedback ,but i did'nt submitted it, i just throwed the idea in here to see if people would like it, and they did, but Medivh was the favorite so i, and now i got a good  opportunity to give it a try. 

  • Two Quests Are Better Than One - Card Design Competition Discussion Thread

    Staff

    Incoming!

    Its synergy with The Last Kaleidosaur is obvious. Making Mummies is less direct, but it's still there, as targeting a Reborn minion would summon a new minion and give you another Reborn minion in hand with its Reborn effect refreshed, and even some bonus enchantments.

    And of course, notice that it specifies "other", meaning that it will not infinitely return itself to the hand with the bonus enchantments.

  • Outstanding Miss Fortune Decks for Runeterra's Rising Tides Expansion

    Quote From linkblade91

    I also like the MF/Quinn deck: seems like a natural combination. Don't have either champion, though, so if I'm gonna craft it might be easier to stick with what I have and do the Ashe deck.

    Honestly, you could probably substitute Quinn for Razorscale Hunter and still do fine.