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PinkoCommieGuy

Joined 08/13/2021 Achieve Points 20 Posts 2

PinkoCommieGuy's Comments

  • PinkoCommieGuy's Avatar
    20 2 Posts Joined 08/13/2021
    Posted 2 years, 7 months ago

    Late-game control decks *can* work, but you just need such a really specific set of cards... and the garbage in the starter pools really make them inconsistent.

    I made an absolutely amazing Swain / Vlad / J5 control deck in the Viktor lab that drained itself back to full HP and created an impenetrable board presence - but the thing need to wait until Mana 4 or 5, without a mana ramp power, before it would really start switching-on and it was just super inconsistent because the early drops were just so mediocre. 

    Unless we get character-tailored draft pools, I think the labs will be dominated by aggro / mid-range decks because you just don't have any guarantee of drafting Leviathan or the right combination of sea monsters to make a control deck functional. 

    In reply to Saltwater Scourge
  • PinkoCommieGuy's Avatar
    20 2 Posts Joined 08/13/2021
    Posted 2 years, 7 months ago

    Just played through until my first death with Miss Fortune. 

    I realize this is just the first iteration and the design team hasn't tackled anything like this before... but this feels really, really rough compared to other Roguelike Deckbuilders. 


     - I want the option to not add cards to my deck when offered 'rewards', since most such 'rewards' are hot garbage 

     - The ability to cut cards is vital to this type of card game (or there is no interesting strategy). While you can cut cards in a very limited capacity on some board spaces, this needs to be dramatically expanded upon (and probably also be a Gold sink, since right now there is almost nothing to spend Gold on aside from the super hot garbage trash offered in most stores)

     - Because you can't cut cards in a meaningful way, leading to your deck becoming a bloated mess, going around the game board fighting enemies for fun & rewards is counter-productive (due to each fight giving-up non-optional 'rewards' that clutter your draws). This means that, as the game stands, the best strategy is currently to just beeline for the bosses doing as little exploration as possible so you can fight them with a decent deck before it gets ruined by 'rewards'

     - Given the synergies that make Runeterra fun, IMHO this game mode needs to give characters specific card pools to draft from, where your main hero & secondary hero effectively determine your archetype

     - The map itself feels quite clunky. Since there's no real cost to moving around, what's the point of forcing me to move back to shops or other point of interest to use them? Why can't I just click on them and use them instead? It's the same difference in mechanical terms, but the way the game implements it makes it more tedious without any gains 

     - I realize this is a Bilgewater-specific thing and meant to be thematic, but the 'False Shuffle' enemy power is horrible and anti-fun. Non-interactive stealing of my upgraded cards feels just awful and consequently means I will strictly avoid any fights with that power. Again, fully appreciate that Nab is a very theme-appropriate Bilgewater mechanic, but at least make it interactive so that there's counter-play available 

     - The UI in places is too slow and clunky. In particular, the level-up screen just seems to last for absolute ages - just staring into your soul and letting you know YOU HAVE LEVELED UP! before eventually getting to the interesting part of the process. This should be instant, kinetic-feeling and satisfying, like most of the rest of the stuff in Runeterra. DING! BOOM! LEVEL-UP! PICK BONUS! GOOD! NOW PLAY MORE VIDEO GAME! 

     - We need re-rolls just like in the rest of the lab. This would help tremendously with 'rewards' otherwise being garbage (especially if done alongside giving each hero a specific draft pool), and could be another Gold sink (allowing extra re-rolls to be bought in shops for example)

     - I want to be able to unlock stuff for future runs. That's pretty core to most roguelikes & roguelike deck builders; unlocking extra cards for draft pools. maybe unlocking a couple of champion-specific signature cards that they can start the game with, unlocking special powers, unlocking card upgrades, unlocking the ability to alter the draft pool... I don't need all of those things, but one or two of them would go a long way to make the mode replayable 

    In reply to Saltwater Scourge
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