Legend of Runeterra feedback
alright so i've played it for a while and i've seen plenty of bizarre things^^ but this is what i think of it :
its not a bad game per se, its defintly unrefined, and needs ALOT of tweaking nerfing/buffing, or down right removing, some mechanics seem unfair, i won't lie though, despite it all, it is fun to play, but these things bug me :
1 direct damage/instant kill cards with low cost ''vengeance'' kill a unit 7 cost - 3 = 4 cost to kill any unit on the field regardless of health for instance, i think riot shouldn't be afraid to raise the cost to 11 - 13, this way the initial cost would be fair due to it instantly killing anything the opponent might've build up with difficulty...... i've seen this card being cast 2 times in a round .-. and some of the damage cards can be cast 3 times..... i would like to see the cap at 2 or even 1 if the card is op, and the cost raised.
2 blocking and unblocking this is incredibly unfair, you can place a card in block formation, than play ''glimpse beyond'' kill an ally to draw 2, and for some reason the attacking card wiggles -.- i would like to see nexus damage, since the blocking card isn't there.
3 spells countering spells i don't really see the logic in this .-., if you play a spell card on their card, and they play a spell card in return on the same card, their spell applies first, and you lose a spell and mana O.o, why can't the spell that was played first apply first? i do find this unfair and kinda making ''deny'' stop a fast spell, slow spell, or skill redundant, so i would like to see A : first cast is first apply, or B : if your spell doesn't have a target, it returns to your hand without or with mana spend.
4 multiple champions on the field i've been up against 3 karmas and 3 tryndameres .-., i can tell you, that certainly wasn't fun, my opponent was casting 19 spells per round, and 3 tryndameres with overwhelm and 9 damage? hello riot goodmorning to you too!, i would like to see either A : champions being summoned through spells whilst the exact same champion is on the field becoming a spell (related to the champion) into your hand (same as when you draw it) or B : champions being summoned through spells whilst the exact same champion is on the field discarded, UNLESS this counts for both A and B they are ephemeral, ofcourse this means that if the ephemeral is gone A or B applies, since the 3 trynds came from ephemerals and leveld up after dying -.-
5 SHROOMS! ~~i love teemo .o. ~~ i would like to see a little restraint on shrooms V.V unless LP are raised.
6 overwhelm overwhelm champions often have too much health compared to attack/damage, i would love to see them having more attack than health, tops half the health they have as attack, there are plenty of cards to keep them alive/buff them up.
7 she who deletes all wanders
really? obliterate all cards with 4 or less power on the field AND hand? oh and it does 10 damage, thats half the LP you have -.-
maybe nerf it?
8 endless regeneration on garen/braum, i would love to see it removed, or nerfed.
9 LP i would love to have more than 20 .-. too much damage in the game O.O, it takes 1 round and 4 (elusive) cards of 5 damage each to destroy an opponent lol, or overwhelm cards with 8 damage each, most cards cap at 3 or 4, but have like 1 or 2 health, so thats 6-7 damage per attack you take even just blocking .-.
10 continued card effects in combination with damage/health cards like ''cithria the bold'' brightsteel formation'' continued effects like play/attack give allies barrier/fearsome and +1/+1, tone it down .-. i know its high cost, but the cards at itself are pretty powerful already, 6-6 and 9-9 .-. why can't the effects be for the round?
11 tough same concept as overwhelm units, i would love to see them have tops half the attack of their defense, rather than 5-5 or 7-7 .-.
12 spells used on defense that strike before you attack this also seems unfair, when you place your units in attack and the opponent uses ''judgment'' a battling ally strikes all battling enemies, for some reason the blocker strikes first -.-, spells like that should A : only be cast in offense or B : only apply after a blocking unit survives damage, it doesn;t strike me as a defensive card tbh .-. with the exception of ''single combat'' an ally and an enemy strike eachother, that one seems fair though, at least they both attack eachother.
13 no cards so i was losing and i won because my opponent was out of cards..... it felt bad .-. maybe have something similar as hearthstone where you take increased damage with each turn when you're out of cards?
14 limit certain followers/champions/spells i would love to see some limit on cards, some should only be in a deck once, and others max twice, not thrice .-.
15 expedition seems the same as vs player, but with manual on the go deck, the cost appears to be too high in my opinion.
16 events i would love to see events based on regions^^
17 buff up cards cost some of these cards are too low on cost, i would love to see cards like ''battle fury'' grant an ally +8/+4 raised in cost, or made temporary.
18 caustic cask it is possibly the weakest card in the game without proper synergy, this card could actually use a buff or tweak/synergy.
so what are your opinions on this?^^ did i miss something? or do you disagree with some?