Legend of Runeterra feedback

Devilreaper XIII·1/31/2020, 10:33:05 AM·3 votes·4,005 views

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?

31 Comments

Chembaron Yamada1/31/2020, 11:31:39 AM2 votes

1 With some strategies out there which are buffing units beyond earth (like that card that heals a unit and doubles it's stats), I think Vengeance should stay the same to keep this stuff in check.

3 It's a action, reaction dynamic and the whole game is based on that. Spells like Deny which are entirely made for countering other effects would become useless if the spell order would get reversed.

4 I agree that having the same champion multiple times on the board shouldn't be a thing. Champions are supposed to be something unique. Hence why your champion cards transform in the champion spells when you already have the champion on the field. And duplicating champions is one of these mechanics which make some decks kinda busted, like having multiple Karmas to keep duplicating spells endlessly.


Buffs There are some cards in the game which are basically never used, so I think they could use a buff somewhere.

Caustic Cask: Even if it is a 0 cost body, damaging your own Nexus as well as the enemy's mostly isn't worth it. Either buff these casks or give us other cards in future expansions to enhance them to actually consider taking some in your deck. Singed for example could be a proper champion release with good interactions with Caustic Casks.

Midenstokke Henchmen: I legit never saw this card getting played once the whole time I was playing this game and they aren't used in any known deck. Possibly buffs could be to either increase their health (so it is less easy to remove them) or giving them another effect, like overwhelm for example. Would be fitting thematically.

Jae Medarda: Haven't seen this guy a single time either and not utilised in any deck. In my opinion, he could get his cost reduced by 1, making him a 7 mana drop.

Posui Gart1/31/2020, 11:32:40 AM2 votes

''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

You know there are a lot of different ways to remove a unit? Recall, Detain, 1 damage+kill wounded, freeze+kill all 0 power units etc. Vengeance isn't really a good card now unless someone stacks buffs on a single unit

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.

If a card is blocking, it will block no matter what, thats the rule. He gets a free block, but, as a downside, he gets those 2 cards quite late(at combat phase, so he can't use a unit/slow spell if he gets it). Overwhelm units also fully bypass this "fake block"

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

Again, thats the rule. Otherwise there would be no point in "reacting" to spells if enemy spell works first anyway.

obliterate all cards with 4 or less power on the field AND hand?

And thats why we have an ability to counter skills with your own spells, the thing you complained about

endless regeneration on garen/braum

And thats why we have "delete" spells that you complained about

spells like that should A : only be cast in offense or B : only apply after a blocking unit survives damage

That would be really bad for defending side. Why attackers can use anything before the fight, but defenders have to block everything by themselves and only after that use spells?

My only problem with this game right now is the draw rng. You can lose the game because you didn't get a single unit with <5 cost even if your deck has like 20 units like this. You can use the game because the spell you need right now isn't there yet, and so on. Doubling the size of starting hand and getting 2 cards per turn would solve this

Caytheles1/31/2020, 2:41:05 PM1 votes

Just add Summoner sickness (A monster that was summoned this round cannot attack but can still block)

Add tap (Monsters who have attacked become tapped until the start of their next turn.

Deny: Mana cost 0, pay equal amount of mana as casted card to dispell. "To be able to deny an 8 mana card with a 3 mana spell... cmon

Trump4Prison20201/31/2020, 4:51:05 PM1 votes

Not gonna respond to all your points, since you've listed so many but most of them seem to come from a desire to make the game easier. If you have an issue with over a dozen aspects of the game that's on you.

Degnisyllort1/31/2020, 7:37:55 PM1 votes

If these are your problems with LOR, you probably shouldn’t play any card game...

TreeDayBan2/5/2020, 11:27:26 AM1 votes

Seems pretty decent so far. I like being able to do things every turn, and the game ends up having a very proactive/reactive feel to it. You always feel like you have a play to make. It honestly feels somewhat similar to how I'd imagine a tv show/cartoon would embellish people playing a card game, if that makes sense, since you can both play things during the same turn.

Its also extremely f2p friendly atm. I like that if you really wanted to, you could be playing a t1 deck for like 5-10 bucks and a little bit of playing.

Juicy Ðoge2/11/2020, 11:19:08 PM1 votes

The entire SI region needs tp be nerfed HARD or even removed. Replace that cancer with shurima or smth. This game doesnt seem to take much skill at all.