A few points based on the conversation that happened so far:
- @OP - no matter what you consider your experience in card games, a post like your OP is always going to read like the heaping great pile of salt it is.
- I do think puff-shrooms are potentially harmful to the game in general because the game is already skewed towards shorter game times by the relatively small health pools. Introducing a further mechanic to unavoidably kill slower decks significantly disincentivises people from playing those slower decks.
- To the person who suggested healing was a counter - healing is actually quite poorly handled in LoR in my view, at least in this early stage. Healing from spells seems to be valued phenomenally highly, judging by the cost of spells with healing built-in (and the low values of those heals). It seems significantly more efficient to play a lifesteal minion and then buff it, even if that minion only gets a single hit off - and that has the potential to stick around and continue to heal.
That being said, it is pretty early days, and shroom decks themselves have woefully bad matchups into aggro decks. I just worry that we're already looking at a mill rogue style scenario in which a deck has a permanent <50% winrate, and yet still nears 90% against certain meta decks - which is not a healthy position for any deck in any meta.
I said its unhealthy for the game because I have lots of experience in this type of thing. I'm a judge and play yugioh, I also play force of will seekers of light,force of will,hearthstone,shadow verse,mtg,luck and logic caster Chronicles and a few others. I never said it was uneatable I just said Its mechanic is unhealthy for the game. something that makes you take damage from drawing cards and there is literally nothing you can do to stop them from doing that. How am I crying wolf? I din't lie in my post. if your gonna make a claim you better have arguments to back it up or else its a pretty invalid claim. Not to mention sayignn a deck is unhealthy doesn't mean there salty.
Im pretty sure it means you're salty. the fact that you had to pull rank with all that previous experience in card games is a clear example of that. you ARE crying wolf cause you said theres nothing we can do about the mushrooms in the deck. well there are alternatives, like healing. like playing your own deck driving your wincon towards the opponent and beat them with it? unless u have a deck full of just spells u shouldnt be too worried.
i cant say its unhealthy. at least you know whats happening. some decks in HS just up and kill you OTK out of the blue. sure u know ur facing a otk deck like the cloning gallery priest one before the rotation in 2019 april but losing a match in one go when u had lethal for next turn is more infuriating than taking 2 dmg every other turn. i mean warlock hero power in HS is exactly that and ur not seeing them complaining about it.
I mean, that's not so much an opinion as a value judgment as to the amount being taken from any given game; it's based on objective facts, after all. And for the record, I would argue it's incorrect as a statement. T
Point well taken. I think my mistake was using the term "copycat" as that undoubtedly creates a sense of negativity. I understand that almost any card game created at this point will bear some resemblance to one or more of the card games that preceded it. However, while my opinion may be factually incorrect, it is still my opinion and I stand by it. For all we know, I might be the only person who played the game and felt like 'been there, done that'. Once again, this may not be the game for me; but hopefully there are many people who play it and enjoy it.
Aye, your 'feeling' of the game is valid.
Personally I find it feels very different to HS or MTG. I have never really liked MTG because of the way attacking/blocking works; HS, meanwhile, has a distinct feeling due to having separated turns (secrets notwithstanding). LoR feels different to the former due to the lack of a Lands mechanic, the less defender-favoured blocking system, and (another bugbear) lack of regenerating health. It feels different to the latter because the turns are back-and-forth rather than separated, giving a different game flow.
And obviously, all three are very, VERY different to YGO.
Currently, on the Hearthstone portal, the "From the Forums" section has 4 out of 5 recent thread comments as comments from Runeterra Forums. Are there any plans to make this section only show Hearthstone forum posts when you are on the Hearthstone portal? I don't play Runeterra and would prefer to only see forum posts for Hearthstone (and I'm sure there are many others who feel the same)
I’m honestly a little overwhelmed! HS is basicly the only CCG i got ever invested into. I’m so use to know what cards do, how powerfull they are and what might be a good synergy or counter.
The tutorial and first couple plays against the AI were amazing though! I didn‘t dare creating my own deck yet. Mostly because i got no feeling whatsoever for the different factions.
Any suggestions on how to get started?
The reward system seems endless by the way! 20 Levels of rewards per faction?! + weekly vault seems crazy.
Not sure i will get hooked for good with the Limited time i have but there is potential!
If it makes you feel better, the mushrooms are not entirely random I remember a rioter explaining that they kind of evenly spread out in your deck and have some chances but you won't die from 20 shrooms in you deck in one go.
Anyway may I ask.. which deck are you playing? cause I didn't have problems against it
Anyone else feel this way? The Ramp Druid/Res Priest is awful to play against. A monkey could pilot those decks. How hard is it to throw Taunt minions out every turn that have reborn and regne health? Its ridiculous....done with it. Battlegrounds if I play at all.
Are we playing the same game?
Standard is actually pretty good right now, and neither of those decks are an issue or even a large part of the meta.
It's literally the 7th most-played list on HSReplay, your anecdotal evidence is worthless.
Ok ok, I was going to ignore all the stuff I don't agree with in this thread because people can have opinions different than mine, but this is too much lol
1) If more than half of the meta is split between Rogue (Highlander, Galakrond) and Hunter (Highlander, Face) it doesn't take much playrate to be the 7th list, even more if it contains one of the few new viable cards released literally 3 days ago. Everyone wants to play with the new toys.
2) A deck's playrate doesn't indicate its strength: remember how many people played Galakrond Priest in December despite it being an absolute pile of garbage? Everyone knew but still insisted to make it work. That deck was at best tier 3 but it was so popular on ladder.
3) Imagine quoting HS Replay as a valid meta report source. In Vicious Syndicate and only in Vicious Syndicate we trust.
That dude said the deck isn't popular, I referred to data that shows it is popular and you're saying I'm wrong because... you don't think it's strong? Nobody said anything about strength. In your first two points you're literally saying that the deck is popular, and you're last point is just wrong since HSReplay has a lot more data than VS, being able to show popularity more accurately.
I agree there interesting but whenever you have an alternate win condition type thing its important to be careful in how you do it and what cards ou give it. However i don't think there should be something inherently uncountarable. Not to mention when they run deny as well that kinda counts out the removal you got. You shouldn't have to be running a specfic region to have to counter them.
Looking forward to trying this tomorrow but I don’t really know anything. I understand you get rewards geared towards specific regions. My question is, what region would be a good place to start
I asked the same thing before I started, and it prompted a big long discussion. Here's the thing I discovered last night, though:
You need to go through the Prologue, which gives you cards from all regions, before dedicating yourself to a specific region
After the Prologue once you are dedicated, you can change you mind at any time--i.e., if you open some good champions for Demacia tomorrow, you could switch
You can also adopt a strategy of switching regions as soon as you level (will net you the most total cards but they'll be common quality) versus focusing a single region (fewer cards total, but you'll get higher quality including more champions)
Each level requires multiple games, so you'll have PLENTY of time to figure out what regions / decks you enjoy playing and how best to adjust your plans
I said its unhealthy for the game because I have lots of experience in this type of thing. I'm a judge and play yugioh, I also play force of will seekers of light,force of will,hearthstone,shadow verse,mtg,luck and logic caster Chronicles and a few others. I never said it was uneatable I just said Its mechanic is unhealthy for the game. something that makes you take damage from drawing cards and there is literally nothing you can do to stop them from doing that. How am I crying wolf? I din't lie in my post. if your gonna make a claim you better have arguments to back it up or else its a pretty invalid claim. Not to mention sayignn a deck is unhealthy doesn't mean there salty.
I got 7 wins in my first trial. From everything I can find it seems like the second trial is simply a redo and your better result is counted, but has anyone come across that not being the case? (eg. Trial 1 6 wins, Trial 2 5 wins giving a higher reward than Trial 1 7 wins, Trial 2 retire). I like exhibition but would rather play constructed as I find it more fun, so I don't really want to play the second trial if it's for no benefit collection wise.
I assume you mean "Expedition". ;-) My understanding is that you are correct and there is no advantage to doing a 2nd trial if your first had 7 wins (or its almost Tuesday and you haven't played all 3 Expeditions yet, because having 3 complete sub-optimal expeditions is better than having 1-2 optimal)--however I'm a newbie too so I'm interested to hear if someone more knowledgeable can answer better.
EDIT: see FortyDust's comment above. I started writing mine before they posted but finished afterwards 'cuz I'm slow like that. :-P
I'm kinda new but from a fair bunch of games (~40 against IA and ~20 against players including a expedition run).
Pros :
- The game is overall good looking. It may sound granted when you're used to HS/SV but this game still beat a lot of CCG. The animations of champions levelling up are often cool from what I saw so far (Fiora one especially), the hidden interactions are very cool (Lonely poro changing when another is played, champion lines according to opponent champion, and serious a spider dieing is always SAD if you know what i mean).
- The turn system is marvelous when you're used to the boring my turn your turn of HS. It's not as complicated as MTG, but still make interactions much more interesting, I trully enjoy playing control in this game while I never did in HS (and just don't try in SV most of the time). You actually feel like fighting your opponent with tooth and nails instead of waiting your turn and wondering if you can recover than aggro tempo.
- Few RNG overall. Depending of the player that may be annoying but for me it's a good thing. RNG is good for youtube hightlights, but let's be honest, it just sometimes ruins the fun regardless of how hard you fought. However warning here, they better hone their balance game because if the card base is as imbalanced as HS or worse, SV one, this will feel terrible if you prefer to avoid playing the top meta decks.
- Expedition system is interesting, the deals makes it more interactive and give you more choices if you're unhappy with some cards. I haven't tried the 2 try mechanic since I did a 6-1 first try and decided I was happy enough with the results.
- Nice variety of effects and playstyle for a game with no extension yet. So far most common CCG genres seems buildable (aggro, midrange, control, combo, spell heavy decks, zoo. I'm not sure yet OTK is possible even if there is a 20/20).
- Gems. Trully genius idea to smooth slower decks experience, making them less prone to brick.
Neutral:
- No summoning sickness and no targetting (without challenger). It creates explosive back and forth, which make all units offensive/defensive at the same time by default, making board domination overly important. I'm not sure yet what to think about it.
Cons :
- Low cost units are weirdly balanced. A 3/2 can't block T1 playing first can immediately set you behind if you don't have a 2/X ready T1 while playing second (should it be the case, it's virtually a T1 decimate which remains on board). On a general manner the body of some units sometimes feel irrelevant to their cost (what the heck with post nerf Anivia).
yea if your idea of variety is reno mage, secret mage or handbuff mech paladin
those are the top decks alongside cubelock. i would say mechathun warlock is also tier 1. but u should face plenty other decks too. just cause theres tie 1 decks doesnt mean ppl only play those. darkest hour odd rogue and even shaman are also slowly creeping up again. u encounter the occasional odd pally jade druid etc. heck even warlock is also back despite the secret mage presence
I had the totems too! I got the Gonk one where summoned minions get +1/+1, and I put a Banana Split on it turn 1 (thanks to starting with an extra mana crystal). I wiped the goddamn floor with him.
New Warrior Minion - Risky Skipper
Turn 10: Risky Skipper, Bomb Wrangler, Bomb Wrangler, Voodoo Doctor the Skipper, Leper Gnome, Leper Gnome. 10 mana, probable board clear, unpredictable amount of face damage, predictable amount of fun!
whos good idea was it to make those puff cards
A few points based on the conversation that happened so far:
- @OP - no matter what you consider your experience in card games, a post like your OP is always going to read like the heaping great pile of salt it is.
- I do think puff-shrooms are potentially harmful to the game in general because the game is already skewed towards shorter game times by the relatively small health pools. Introducing a further mechanic to unavoidably kill slower decks significantly disincentivises people from playing those slower decks.
- To the person who suggested healing was a counter - healing is actually quite poorly handled in LoR in my view, at least in this early stage. Healing from spells seems to be valued phenomenally highly, judging by the cost of spells with healing built-in (and the low values of those heals). It seems significantly more efficient to play a lifesteal minion and then buff it, even if that minion only gets a single hit off - and that has the potential to stick around and continue to heal.
That being said, it is pretty early days, and shroom decks themselves have woefully bad matchups into aggro decks. I just worry that we're already looking at a mill rogue style scenario in which a deck has a permanent <50% winrate, and yet still nears 90% against certain meta decks - which is not a healthy position for any deck in any meta.
[Game] Card Treasure Hunt (The Resurrection Attempt)
It has been a day and MurlocAggroB has yet to post a riddle. Should we continue with someone else or give MurlocAggro a big more time?
whos good idea was it to make those puff cards
Im pretty sure it means you're salty. the fact that you had to pull rank with all that previous experience in card games is a clear example of that. you ARE crying wolf cause you said theres nothing we can do about the mushrooms in the deck. well there are alternatives, like healing. like playing your own deck driving your wincon towards the opponent and beat them with it? unless u have a deck full of just spells u shouldnt be too worried.
i cant say its unhealthy. at least you know whats happening. some decks in HS just up and kill you OTK out of the blue. sure u know ur facing a otk deck like the cloning gallery priest one before the rotation in 2019 april but losing a match in one go when u had lethal for next turn is more infuriating than taking 2 dmg every other turn. i mean warlock hero power in HS is exactly that and ur not seeing them complaining about it.
My first impressions playing LoR
There's a couple of threads on this already, along with comments on the recent announcement post, I'd suggest looking in those
My first impressions playing LoR
Aye, your 'feeling' of the game is valid.
Personally I find it feels very different to HS or MTG. I have never really liked MTG because of the way attacking/blocking works; HS, meanwhile, has a distinct feeling due to having separated turns (secrets notwithstanding). LoR feels different to the former due to the lack of a Lands mechanic, the less defender-favoured blocking system, and (another bugbear) lack of regenerating health. It feels different to the latter because the turns are back-and-forth rather than separated, giving a different game flow.
And obviously, all three are very, VERY different to YGO.
2020 Beast Hunter
Great guide, looking forward to playing this when I have the time.
Standard is awful right now
Yes, everyone keep playing all of these (druid included) so I can continue my easy af ladder clim
"From the Forums" on game portals should not show other games
Seconded
"From the Forums" on game portals should not show other games
Currently, on the Hearthstone portal, the "From the Forums" section has 4 out of 5 recent thread comments as comments from Runeterra Forums. Are there any plans to make this section only show Hearthstone forum posts when you are on the Hearthstone portal? I don't play Runeterra and would prefer to only see forum posts for Hearthstone (and I'm sure there are many others who feel the same)
My first impressions playing LoR
I’m honestly a little overwhelmed! HS is basicly the only CCG i got ever invested into. I’m so use to know what cards do, how powerfull they are and what might be a good synergy or counter.
The tutorial and first couple plays against the AI were amazing though! I didn‘t dare creating my own deck yet. Mostly because i got no feeling whatsoever for the different factions.
Any suggestions on how to get started?
The reward system seems endless by the way! 20 Levels of rewards per faction?! + weekly vault seems crazy.
Not sure i will get hooked for good with the Limited time i have but there is potential!
whos good idea was it to make those puff cards
If it makes you feel better, the mushrooms are not entirely random I remember a rioter explaining that they kind of evenly spread out in your deck and have some chances but you won't die from 20 shrooms in you deck in one go.
Anyway may I ask.. which deck are you playing? cause I didn't have problems against it
Standard is awful right now
Are we playing the same game?
Standard is actually pretty good right now, and neither of those decks are an issue or even a large part of the meta.
Standard is awful right now
That dude said the deck isn't popular, I referred to data that shows it is popular and you're saying I'm wrong because... you don't think it's strong? Nobody said anything about strength. In your first two points you're literally saying that the deck is popular, and you're last point is just wrong since HSReplay has a lot more data than VS, being able to show popularity more accurately.
whos good idea was it to make those puff cards
I agree there interesting but whenever you have an alternate win condition type thing its important to be careful in how you do it and what cards ou give it.
However i don't think there should be something inherently uncountarable. Not to mention when they run deny as well that kinda counts out the removal you got. You shouldn't have to be running a specfic region to have to counter them.
Legends of Runeterra Meta Decks - The Best Runeterra Community Decks
I asked the same thing before I started, and it prompted a big long discussion. Here's the thing I discovered last night, though:
Standard is awful right now
Most minions in EShaman are overstatted for their base cost, bad targets for Evo.
The only good target is Thing from Below.
And Might generates Tempo on play turn, while Evo cannot do that.
At that point you're better off with Ancestral Spirit.
whos good idea was it to make those puff cards
Someones never heard of a hyperbole.
I said its unhealthy for the game because I have lots of experience in this type of thing.
I'm a judge and play yugioh, I also play force of will seekers of light,force of will,hearthstone,shadow verse,mtg,luck and logic caster Chronicles and a few others.
I never said it was uneatable I just said Its mechanic is unhealthy for the game. something that makes you take damage from drawing cards and there is literally nothing you can do to stop them from doing that. How am I crying wolf? I din't lie in my post. if your gonna make a claim you better have arguments to back it up or else its a pretty invalid claim. Not to mention sayignn a deck is unhealthy doesn't mean there salty.
Exhibition rewards (Optimal to retire early?)
I assume you mean "Expedition". ;-) My understanding is that you are correct and there is no advantage to doing a 2nd trial if your first had 7 wins (or its almost Tuesday and you haven't played all 3 Expeditions yet, because having 3 complete sub-optimal expeditions is better than having 1-2 optimal)--however I'm a newbie too so I'm interested to hear if someone more knowledgeable can answer better.
EDIT: see FortyDust's comment above. I started writing mine before they posted but finished afterwards 'cuz I'm slow like that. :-P
Explosive Evolution
I propose "Humongous Evolution"
My first impressions playing LoR
I'm kinda new but from a fair bunch of games (~40 against IA and ~20 against players including a expedition run).
Pros :
- The game is overall good looking. It may sound granted when you're used to HS/SV but this game still beat a lot of CCG. The animations of champions levelling up are often cool from what I saw so far (Fiora one especially), the hidden interactions are very cool (Lonely poro changing when another is played, champion lines according to opponent champion, and serious a spider dieing is always SAD if you know what i mean).
- The turn system is marvelous when you're used to the boring my turn your turn of HS. It's not as complicated as MTG, but still make interactions much more interesting, I trully enjoy playing control in this game while I never did in HS (and just don't try in SV most of the time). You actually feel like fighting your opponent with tooth and nails instead of waiting your turn and wondering if you can recover than aggro tempo.
- Few RNG overall. Depending of the player that may be annoying but for me it's a good thing. RNG is good for youtube hightlights, but let's be honest, it just sometimes ruins the fun regardless of how hard you fought. However warning here, they better hone their balance game because if the card base is as imbalanced as HS or worse, SV one, this will feel terrible if you prefer to avoid playing the top meta decks.
- Expedition system is interesting, the deals makes it more interactive and give you more choices if you're unhappy with some cards. I haven't tried the 2 try mechanic since I did a 6-1 first try and decided I was happy enough with the results.
- Nice variety of effects and playstyle for a game with no extension yet. So far most common CCG genres seems buildable (aggro, midrange, control, combo, spell heavy decks, zoo. I'm not sure yet OTK is possible even if there is a 20/20).
- Gems. Trully genius idea to smooth slower decks experience, making them less prone to brick.
Neutral:
- No summoning sickness and no targetting (without challenger). It creates explosive back and forth, which make all units offensive/defensive at the same time by default, making board domination overly important. I'm not sure yet what to think about it.
Cons :
- Low cost units are weirdly balanced. A 3/2 can't block T1 playing first can immediately set you behind if you don't have a 2/X ready T1 while playing second (should it be the case, it's virtually a T1 decimate which remains on board). On a general manner the body of some units sometimes feel irrelevant to their cost (what the heck with post nerf Anivia).
Standard is awful right now
Now that you mention it, I do think that Explosive Evolution may replace Earthen Might in some less Totem-focused Even Shaman lists. Any thoughts?
Standard is awful right now
those are the top decks alongside cubelock. i would say mechathun warlock is also tier 1. but u should face plenty other decks too. just cause theres tie 1 decks doesnt mean ppl only play those. darkest hour odd rogue and even shaman are also slowly creeping up again. u encounter the occasional odd pally jade druid etc. heck even warlock is also back despite the secret mage presence
the variety is there you need only to see it
Road to Northrend
I had the totems too! I got the Gonk one where summoned minions get +1/+1, and I put a Banana Split on it turn 1 (thanks to starting with an extra mana crystal). I wiped the goddamn floor with him.
Exhibition rewards (Optimal to retire early?)
You get up to 2000 bonus XP at the end of each trial, so it is worthwhile to complete both trials in an Expedition.
The amount is based on wins, so you should not concede games just to get the second trial over with.