New Patch Is fun but...
Major egregious problems with LoR still remain. So much so that I honestly can't say it's any better than Hearthstone's meta at the moment. Both games appear to be in major balance dumpster fires at the moment. (for those unaw…
Major egregious problems with LoR still remain. So much so that I honestly can't say it's any better than Hearthstone's meta at the moment. Both games appear to be in major balance dumpster fires at the moment.
(for those unaware, Questlines in Hearthstone were just released a few weeks ago and have been creating huge game winning conditions that are almost uncounterable as early as turn 5-6 on a consistent basis).
Anyhow, my two main issues with LoR (and this patch) at the moment:
Problem 1: Ooh Shiny!
Newer champions are being pushed hard, while older champions are eschewed and forgotten. Any competitively viability from older champions was either nerfed into the ground. Not only that, but instead of creating creative cards that could be potentially used in multiple archetypes with clever deckbuilding and play, they create forced archetype inclusions. One such example is Caitlyn Bombs/Teemo Shrooms. Forced inclusion archetype cards that without makes those heroes suck. Yes, I know to some degree all champions have those. For example Ashes needs Frostbite, but technically you could build an Ashe deck without any other cards and eventually she would level up on her own...
But when is the last time you saw Garen, Lux, or hell even Hecarim used? (and no bronze/iron does not count). I understand not *every* champion can be competitively viable at the same time, but it says something when nearly all the old champions are eschewed for newer ones. This isn't hearthstone. There is no yearly rotation (yet), and Champions are supposed to be more of a build around/win condition than Hearthstone legendaries. So why does it seem like Riot is just pushing newer champions for the last year with little to no support for older champions? The only time I can recall "older" champions making a huge comeback was when Scargrounds landmark was released it revitalized Vladimir/Braum style decks for a small period of time.
To put problem #1 in a nutshell: I think that we are being put on the "new expansion" train where the latest and greatest is pushed (as with any card game) so that way you either use up your wildcards, or you buy more coins to build all the new shiny decks. Most decks feel like they are "on rails" being pushed with new cards, and have very low skill caps to be effective. (Which is not what drew me to the game in the first place. If I wanted a low skill cap card game to play, I could go play Hearthstone.)
Problem 2: Ionia and beyond!
I truly believe at it's heart Ionia was created with great intentions, but very poor execution balance wise. In addition the biggest issues with deck building in general seem to come from 3 things: Elusive units. Rally effects. And too much draw. (A problem I believe is also plaguing Hearthstone at the moment as well, as too much draw effects allows decision making to be trivialized because you have multiple options and answers available)
I actually saw someone else point this out on reddit today in the competitiveLoR sub, and they got downvoted to hell. Granted, I understand gamers can be mercurial; and maybe the way they presented it wasn't the most contructive, but still...
I feel like the region identities are fine, but there's currently some very broken decks and cards out there that still haven't been touched (or if they were, the wrong thing was nerfed.) For anyone aware, I'm mainly referring to Sivir, and their respective region cards as being markedly broken. (Ruin Runner, Merciless hunter for Shurima as well as Ionia's usual cadre of Elusive cards and counter spells available.)
Maybe I'm looking at things wrong, but I'd love for some constructive feedback to see if I'm just drinking too much Kool-aid or of I'm on the money with my assessment of things currently. Thanks!