...but I do like the interconnectivity between cards...
That is a cool idea! I love that!
...but I do like the interconnectivity between cards...
I've had a few games now where I kept drawing useless cards: not having enough mana or not being able to spend (all) mana (in a good way). Losing like that feels horrible. I think a mulligan for each card draw won't hurt with 40 cards in a deck exactly because, like you said, there are so much different decision making and combo's possible (including counters). Not with Gwent.I'm not sure if a mulligan every round is a good idea. I think it would lead to the same issues I have with Gwent where decks are so consistent that the game plays out too much the same and people can get their combo's off virtually every game.
Regardless if you haven't noticed yet there is a ton of decision making which means a ton of skill in this game regardless of the draw RNG.
I've had a few games now where I kept drawing useless cards: not having enough mana or not being able to spend (all) mana (in a good way). Losing like that feels horrible. I think a mulligan for each card draw won't hurt with 40 cards in a deck exactly because, like you said, there are so much different decision making and combo's possible (including counters). Not with Gwent.
I've had a few games now where I kept drawing useless cards: not having enough mana or not being able to spend (all) mana (in a good way). Losing like that feels horrible.
That's probably it.Well when you are just starting out, the draw RNG is pretty noticeable because they give you like 1 or 2 copies of each card in a starter deck. After a week you should be able to replace everything you want, so you can have 3 copies of each card. You'll really only have 13-15 unique cards total and the draw RNG will be lessened. I don't think there are any tutors in the starter decks but you can add them aswell. Cards that draw you a champion, 5+ power unit, or draws you 3 cards. They help a lot with consistency.
On another note, what's up with those Elusives? They start to annoy me in a similar way as artifacts.
Elusives are strong but definitely not as badly designed as artifacts.That's probably it.
On another note, what's up with those Elusives? They start to annoy me in a similar way as artifacts.
On another note, what's up with those Elusives? They start to annoy me in a similar way as artifacts.
That's not the most scariest (common) deck that will wreck you (well, depending on your own deck).
Try one of the Bannermen decks, e.g.: https://lor.mobalytics.gg/decks/bpq0sqtp8n7f47g8esgg
True, there are more and different counters against Elusives than the single binary artifact removal in Gwent. The best counter being your opponent having to sacrifice them as blockers.Elusives are strong but definitely not as badly designed as artifacts.
True, there are more and different counters against Elusives than the single binary artifact removal in Gwent. The best counter being your opponent having to sacrifice them as blockers.
At 7 and above mana, some cards are quite broken. Then it becomes a gamble of who draws the first broken card. It would be nice if these cards were strong but not broken so that the strategic game can continue more often instead of an abrupt broken ending.
This game seems to have more of an "If everything is broken then nothing is broken" sort of approach. That of course isn't completely true but I think you get my point. Plenty of stuff looks OP that I can talk about for instance that Anivia champion is pretty ridiculous. At least there are lots of different fun and powerful options to choose from as opposed to stuff all feeling weak and boring.
I'm 36. I don't see any problems with the artwork.
After having played LoR a lot the last few days, it's clear that there are quite a few broken or simply unfun mechanics and combos.
Another random thing of note is how certain cards respond to each other when you play them, which is a nice little touch. What's more is that this also applies when your opponent has a card (usually a hero) and you play another card. These "versus" voice lines are different and reveal a bit of history between the characters. That or Draven commenting on Teemo, which is probably one of the most hilarious voice lines. All in all, nice flavor. Incidentally, I also remember someone suggesting the same thing for Gwent.
After having played LoR a lot the last few days, it's clear that there are quite a few broken or simply unfun mechanics and combos. The game has huge potential, but needs a lot of balancing.
I guess my main gripe is with some decks that basically deny you playing the game by using stun, deny, recall and Elusives each and every turn. I saw a few of these in a row. Even if I had more cards, there was nothing to do against it. Lame stuff. Looking at some streams, I see much more variation in decks so maybe I just got unlucky with match-ups.I don't really agree. You most likely are suffering from not having enough cards to really complete and experiment with good decks.
Stuff in later rounds can become crazy powerful however it's not like there are only a few things that can do that. There are lots and lots of them which in the end makes the game fair and relatively balanced. I play LoR every day and the variety of good decks is very high. Much higher than I ever saw with Gwent.
Now some stuff being unfun to play against I'm not surprised about. There are things I don't really enjoy playing against as well. I don't really want huge balancing updates in this game. I like very focused and thoughtful balancing where it's needed. I saw an insane amount of balancing updates in Gwent and the game never got better. All they did was make the game much less interesting and downright boring in my eyes. I'm done with damage an enemy by 2 or boost by 2 awful bronze cards.
Gwent is advertised as a battle between armies. In Gwent you need to get most points, but the problem is that a battle is not needed to get most points. In LoR your units need to fight together to destroy the enemy Nexus. That makes LoR much more of a battle than Gwent, and much more tactical with the round, mana and spell system and many different unit abilities.I honestly feel there's about x4 more possible LoR archetypes/decks than in Gwent. Gwent has like over 600 cards too! The problem is that all of Gwent's cards are the same. The cards are all copy/pasted 5-6 times in each faction to artificially inflate the total amount of cards. They all just play for points with boost/damage and removal too. Gwent didn't always used to be like that though. There used to be so many different mechanics that weren't point based, like Reveal or Swap. We had so many carryover mechanics. It's so sad that Gwent is so bland now, but this is the direction CDPR took when shifting towards mobile audience.
I guess my main gripe is with some decks that basically deny you playing the game by using stun, deny, recall and Elusives each and every turn. I saw a few of these in a row.