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Legends of Runeterra | Official Forum?

Gorshred··11 votes·12,942 views

I started playing Legends of Runeterra a few days ago. It's a fun game, but regarding any sort of community forum, I havn't found an official one. Is there not an official forum yet? If so, does anyone have the link? If not, why isn't there one?

I suspect there isn't a forum because the game is still in open beta. That being said, the only community-esqe thing I've managed to find is the generic support site, which doesn't offer much in the way of expressing creative criticism. If I wanted to discuss a potential Teemo deck build, I can't. If I wanted to make a few suggestions regarding expansion sets, I can't do that either. I've got a couple of things on my mind that I can't actively pursue expressing in an official capacity.

I was a pretty avid Hearthstone player. I no longer play Hearthstone for reasons. I like Legends of Runeterra, and I'd like to put my two cents in somewhere.

Cheers. Teemo

80 Comments

MyAlucard6 votes

I agree with needing a forum. I'm wondering why continuous play can result in gaining no xp based on wins. I get it lowering to 50 per match, as diminishing returns, but the returns for playing your game shouldn't be 0 that's just a bad model. Games want you to get sucked in. They are a sign of having enjoyment in the product. If I know I only need X amount of wins to maximize the grind for the day, that's all I will shoot to play your game for.

GritzX5 votes

Lol they have much bigger issues than getting a forum up. The beta is clunky and buggy as all hell, not to mention the entire game is decided at turn 4 or 5 EVERY game (yes every, do the math its not hard) and snowballing is guaranteed because there arent turns its just back and forth casting with only 1 card from each at a time (theres a reason no card games play like that, it doesnt work).

SpongebobIsLife3 votes

{quoted}

Lol they have much bigger issues than getting a forum up. The beta is clunky and buggy as all hell, not to mention the entire game is decided at turn 4 or 5 EVERY game (yes every, do the math its not hard) and snowballing is guaranteed because there arent turns its just back and forth casting with only 1 card from each at a time (theres a reason no card games play like that, it doesnt work).

I think majority of people will disagree with you.

tunehunter2 votes

{quoted}

I think majority of people will disagree with you.

Ya especially if they have played more card games than just magic and hearthstone. There are quite a few that follow the 1 action 1 action style of play. It keeps players engaged the whole time instead of waiting for your opponent to be done with their massive turn, and keeps to tug of war alive.

UltraSiberia4 votes

Since there is no place to put my thoughts on the game, I'm just going to use this since everyone else is. Hopefully they read these comments, although I won't hold my breath lol.

First of all, I like the game. I do. I just have gripes about it and some blatantly flawed things just frustrate me to wanting to exit the game.

Elusive needs to be fixed. I play against it 75% of the time in ranked because there's no reason not to play it. All of the cards are undercosted and take way too much effort to deal with if the elusive player has half a brain. Even their "solution" to it is flawed: there's a tip in the game that says "You can use challenger cards to take out elusive units" or something like that. Yeah, so you want me to take the damage from their creature, and then have a minimal chance of trading a 1 for 1 in combat when every elusive deck runs a ton of combat tricks? No guys, that's not how you solve the issue lol. I've been playing competitive card games, including magic, for 15+ years and that is NOT a solution at all. Elusive shouldn't even be in the game in my opinion. It creates non-interactive game states where both players just ignore everything and try to race and that's just miserable. That's a big reason I uninstalled hearthstone for this game.

Look, I get it, the game is in "open beta" (which is dev speak for a fully functional and finished game where they can't be blamed for balance issues because of the word "beta"). Some things need balancing. I just hope they don't take too long to get it done because I'm literally already sick of this game. The game itself is designed well for the most part, even though I still think you should be able to double and triple block something, but there's so many unbalanced cards.

Another example is Avalanche. The card is a clunker and a half. I've taken 5-9 damage BEFORE i can even cast the spell to deal with their small creatures (and that's if they dont counter it or pump their team, which happens a lot). Bare minimum the card needs to be 'Fast', I think it needs to deal 3 damage because 2 barely kills anything relevant and at 4 mana it's just too slow.

Freeze mechanics are good and I've turned games around with them, but sometimes I need to play them just to stay alive for 2 turns and it's like just waiting to die. Most of the Fjord spells cost too much. Whoever made the warmothers call is trying to troll everyone lol.

"The Undying" needs a rework. I don't want this card to just get nerfed, I want it either taken out of the game or completely redesigned. The card is completely ridiculous. And not because it can just attack without any downside, that's not what concerns me. It's the way it turns on every other overpowered mechanic of shadow isles. Every card that requires a sacrifice is undercosted and does something very powerful, and cards like The Undying (and other last breath cards) make it so their whole deck is strictly more powerful than anything you are doing against it. Along those lines, Hecarim is insane for a 6 mana creature. Definitely needs a bump up in mana cost.

Overall, what I'm noticing is that Aggro, whether it's hyper or midrange, is basically the way it feels like the developers want people to play. Control decks that are spell heavy are just plain bad. You have to have 20 creatures in your control deck to contend, and then it just feels like a slow midrange value deck and not a control deck. I've tried a lot of different ways of playing the game, and spell-heavy control seems to be the worst thing you can be doing. In order for this to be a healthy game, there needs to be at least a couple VERY good control decks represented in the format, and right now there's none. I understand decks that drag the game out for 25 minutes and don't allow the other player to play the game may seem "miserable", but you have to remember that control strategies are inherently disadvantaged simply due to the fact that they have to have the answers for threats. Any time one deck presents the must-deal-with threats, they are advantaged. Every aggro deck is automatically favored from the start of the game.

I'm not some die hard control player either. I played midrange, ramp, and combo in magic. I rarely played a counterspell. I just don't feel like playing non-stop phone booth fighting matches. I'd like to actually play a game that requires thought and interaction.

Malza2 votes

{quoted}

Since there is no place to put my thoughts on the game, I'm just going to use this since everyone else is. Hopefully they read these comments, although I won't hold my breath lol.

First of all, I like the game. I do. I just have gripes about it and some blatantly flawed things just frustrate me to wanting to exit the game.

Elusive needs to be fixed. I play against it 75% of the time in ranked because there's no reason not to play it. All of the cards are undercosted and take way too much effort to deal with if the elusive player has half a brain. Even their "solution" to it is flawed: there's a tip in the game that says "You can use challenger cards to take out elusive units" or something like that. Yeah, so you want me to take the damage from their creature, and then have a minimal chance of trading a 1 for 1 in combat when every elusive deck runs a ton of combat tricks? No guys, that's not how you solve the issue lol. I've been playing competitive card games, including magic, for 15+ years and that is NOT a solution at all. Elusive shouldn't even be in the game in my opinion. It creates non-interactive game states where both players just ignore everything and try to race and that's just miserable. That's a big reason I uninstalled hearthstone for this game.

Somewhat agree, but the issue is mainly greenglade duo which allows them to easily use combos to rack up 15 damage on one turn in the midgame.

Look, I get it, the game is in "open beta" (which is dev speak for a fully functional and finished game where they can't be blamed for balance issues because of the word "beta"). Some things need balancing. I just hope they don't take too long to get it done because I'm literally already sick of this game. The game itself is designed well for the most part, even though I still think you should be able to double and triple block something, but there's so many unbalanced cards.

To my knowledge riot will be fixing things up a lot faster than pretty much any other CCG dev. Double/triple block is an OK mechanic, but would require a complete rework of the game at this point, it is balanced around single block.

Another example is Avalanche. The card is a clunker and a half. I've taken 5-9 damage BEFORE i can even cast the spell to deal with their small creatures (and that's if they dont counter it or pump their team, which happens a lot). Bare minimum the card needs to be 'Fast', I think it needs to deal 3 damage because 2 barely kills anything relevant and at 4 mana it's just too slow.

Intended, avalanche is already a great card. Dealing 3 damage at 4 mana it would be by far the strongest card in the game for exactly the reason you stated, it would need a pretty hefty mana increase for more damage. On some games you can already cast avalanche after your opponent has only had one chance to attack, it would be pretty silly at 3 damage.

Freeze mechanics are good and I've turned games around with them, but sometimes I need to play them just to stay alive for 2 turns and it's like just waiting to die. Most of the Fjord spells cost too much. Whoever made the warmothers call is trying to troll everyone lol.

"The Undying" needs a rework. I don't want this card to just get nerfed, I want it either taken out of the game or completely redesigned. The card is completely ridiculous. And not because it can just attack without any downside, that's not what concerns me. It's the way it turns on every other overpowered mechanic of shadow isles. Every card that requires a sacrifice is undercosted and does something very powerful, and cards like The Undying (and other last breath cards) make it so their whole deck is strictly more powerful than anything you are doing against it. Along those lines, Hecarim is insane for a 6 mana creature. Definitely needs a bump up in mana cost.

"Cant block" is a pretty big downside for the undying vs aggro, to my knowledge it isn't exactly run in any top tier decks atm. I could definitely see hecarim being hit with a nerf.

Overall, what I'm noticing is that Aggro, whether it's hyper or midrange, is basically the way it feels like the developers want people to play. Control decks that are spell heavy are just plain bad. You have to have 20 creatures in your control deck to contend, and then it just feels like a slow midrange value deck and not a control deck. I've tried a lot of different ways of playing the game, and spell-heavy control seems to be the worst thing you can be doing. In order for this to be a healthy game, there needs to be at least a couple VERY good control decks represented in the format, and right now there's none. I understand decks that drag the game out for 25 minutes and don't allow the other player to play the game may seem "miserable", but you have to remember that control strategies are inherently disadvantaged simply due to the fact that they have to have the answers for threats. Any time one deck presents the must-deal-with threats, they are advantaged. Every aggro deck is automatically favored from the start of the game.

I'm not some die hard control player either. I played midrange, ramp, and combo in magic. I rarely played a counterspell. I just don't feel like playing non-stop phone booth fighting matches. I'd like to actually play a game that requires thought and interaction.

There are a couple very good spell decks. The common freljord/shadow isles deck I've played vs dozen of times, and also the heimer control deck. You have to keep in mind that aggro has to be able to deal a lot of damage in this game to be worthwhile, because the design inherently disfavors aggro by only letting you attack when the mana refills 2x. If removal was better (ex: if avalanche dealt 3) the only aggro deck that could still possibly work is ephemeral.

Nohgolgh2 votes

Elusive needs to be fixed. I play against it 75% of the time in ranked because there's no reason not to play it. All of the cards are undercosted and take way too much effort to deal with if the elusive player has half a brain. Even their "solution" to it is flawed: there's a tip in the game that says "You can use challenger cards to take out elusive units" or something like that. Yeah, so you want me to take the damage from their creature, and then have a minimal chance of trading a 1 for 1 in combat when every elusive deck runs a ton of combat tricks? No guys, that's not how you solve the issue lol. I've been playing competitive card games, including magic, for 15+ years and that is NOT a solution at all. Elusive shouldn't even be in the game in my opinion. It creates non-interactive game states where both players just ignore everything and try to race and that's just miserable. That's a big reason I uninstalled hearthstone for this game.

I completly agree on that part. Elusive is owerpowered, because there is no hard counter to it. In my oppinion it is not so much the cost, but more the fact that there is no good way to defend against elusive and that many effects that are intended to be bad are actually helping them. A 3/2 elusive with "return the card that just buffed you to your hand" for 2 mana is simply not doing its job. It is really hard to win against this shit even with cards that SHOULD counter like freeze, challenger, ruturn, hard removal, AOE damage. Freeze actually helps, but is an one-time effect with around the same cost as the elusives and the buffs, so it is cost-ineffective. Challenger can get owned pretty hard by buffs and removal and often is simply too late bacause often it cannot be used, before the elusive fellows hit the nexus at least once. Ruturn cards ar like freeze simply to costly and also the enemy gets to trigge the initial abilities of their elusive cards another time. And AOE helps but avalnche simply is too weak against the buffed stuff, harms yourself, costs a decent amount of mana and is as standalone not enough, while Anivia is enough as standalone, at least over a few turns, but with a hefty seven mana cost is simply to expensive. Hard removal is too expensive or too situational (the unconditional removal costs 7 mana and can be counterspelled, while the conditional removal often loses its value because of the buffs).

posssible Solutions:

  1. Elusives are only elusive until the first attack (heathstone solution)
  2. Elusives can only block and be blocked by elusives (then it becomes necessary for the elusive player to have some non-elusives in his deck, that actually can defend him)
  3. Elusives that get targeted by a spell or ability - no matter if friend or foe and no matter if on hand, deck or board- lose their elusiveness. This is my favourite solution so far, because it makes sense, that a creature, that got "found" is not hidden anymore.
  4. Higher costs/lower stats for elusives (don't like this one)
  5. Timers. All Elusives have an effect like "discard the top three cards of your deck before drawing". Other Ideas would be, taht you lose mobilize when playing an elusive and you can only play one per turn. I do not like these solutions as well becuase these feel pretty artificial.
  6. Tracker units. There are several possibilities how to do that. Either a tracker reveals all elusive, enabling all other units to reveal them. Or a tracker permanently removes the elusive effect of all elusives on the board. You do not even have to invent new cards but simply give some of them an additional effect and because they become only buffed against elusives there should be no other side effects. (I like this solution, because it makes sense).

Another example is Avalanche. The card is a clunker and a half. I've taken 5-9 damage BEFORE i can even cast the spell to deal with their small creatures (and that's if they dont counter it or pump their team, which happens a lot). Bare minimum the card needs to be 'Fast', I think it needs to deal 3 damage because 2 barely kills anything relevant and at 4 mana it's just too slow.

Avalanche is fine. It is only 2 damage but is AOE. 1 Damage more and it would destroy everything, especially since the avalache holder can adjust his defence so that the attackers only surviv with 3 health or less. The more power avalanche has the easier it becomes.

Freeze mechanics are good and I've turned games around with them, but sometimes I need to play them just to stay alive for 2 turns and it's like just waiting to die. Most of the Fjord spells cost too much. Whoever made the warmothers call is trying to troll everyone lol.

Well freeze is powerful. It only seems to be too expensive because of the elusives...well and early game aggro I guess. Against others it is pretty fine.

"The Undying" needs a rework. I don't want this card to just get nerfed, I want it either taken out of the game or completely redesigned. The card is completely ridiculous. And not because it can just attack without any downside, that's not what concerns me. It's the way it turns on every other overpowered mechanic of shadow isles. Every card that requires a sacrifice is undercosted and does something very powerful, and cards like The Undying (and other last breath cards) make it so their whole deck is strictly more powerful than anything you are doing against it. Along those lines, Hecarim is insane for a 6 mana creature. Definitely needs a bump up in mana cost.

Well Hecarim is little tad to strong, but the undying? No. The downside of no defence is actually a pretty high cost. If you do not trade aginst it, then the ghost islands player actaully has to spend its own mana to kill it.

Geralt1903 votes

I am really annoyed with one card, the card is too op, it just says "Kill a unit", I spent whole match preparing a combo for a 16/17 poro fluff and boom, it was killed with that card and it doesn't have any requirements for the card to work, nah, just kills any enemy. What a joke, we need a Legends of Runeterra forums so we can post things like that there.

That card is making the poro deck useless, but I really like it... sad

Jaspers2 votes

{quoted}

I am really annoyed with one card, the card is too op, it just says "Kill a unit", I spent whole match preparing a combo for a 16/17 poro fluff and boom, it was killed with that card and it doesn't have any requirements for the card to work, nah, just kills any enemy. What a joke, we need a Legends of Runeterra forums so we can post things like that there.

I've had that exact scenario. A great Poro Fluff with Tough and Overwhelm and nah, dead.

Some of the damaging spells are just weird. The 'Deal 4 damage to enemy Nexus' exists. Kill a Unit with less than 3 Power, that's basically just a counter to Braum. No playing clever like making him take a 2 damage unit then amping them up to 3 with burst spells, nah, dead.

Seeanew2 votes

{quoted}

I've had that exact scenario. A great Poro Fluff with Tough and Overwhelm and nah, dead.

Some of the damaging spells are just weird. The 'Deal 4 damage to enemy Nexus' exists. Kill a Unit with less than 3 Power, that's basically just a counter to Braum. No playing clever like making him take a 2 damage unit then amping them up to 3 with burst spells, nah, dead.

"Kill a unit" is such a horror! I played the game for two days and was so happy, that they didn't seem to have it. And then, today it came. Why does this has to be? Ofcourse, because Magic has it so Rito need it too, copy paste. Its such a dump card. The other cards you talk about are actually good, because what you pay is what you get, in terms of quantity. But not so with "Kill a unit" - It's one of the rare cards, that does not take the possible trade (loss of the enemy) into account AT ALL. It takes away all the cost-reward-balance wich you try to push towards your advantage with great effort over time - by just killing a Unit. No conditions, no dependency, no resonance, no strategy required AT ALL - and meanwhile it's destroying many complex strategies easily with being so truly unique and dull.

Please Riot. Be a man and remove that card from the game. Or change it, put conditions onto it, for example make them pay with their own Nexus-Lifepoints for the amount of Defense the unit had that was destroyed - THAT would be a cool one. This is my offer.

xDogMeatx2 votes

{quoted}

I've had that exact scenario. A great Poro Fluff with Tough and Overwhelm and nah, dead.

Some of the damaging spells are just weird. The 'Deal 4 damage to enemy Nexus' exists. Kill a Unit with less than 3 Power, that's basically just a counter to Braum. No playing clever like making him take a 2 damage unit then amping them up to 3 with burst spells, nah, dead.

just dead no kind of stat change just flat out dead cant do anything dead. the only one that can survive DEAD is Tryndamere or Deny or recalling

WAT THE FATE2 votes

{quoted}

I've had that exact scenario. A great Poro Fluff with Tough and Overwhelm and nah, dead.

Some of the damaging spells are just weird. The 'Deal 4 damage to enemy Nexus' exists. Kill a Unit with less than 3 Power, that's basically just a counter to Braum. No playing clever like making him take a 2 damage unit then amping them up to 3 with burst spells, nah, dead.

Okay i just had the most frustrating interaction with Poro Fluff as well,

So, i basically had an huuuge poro fluff, he was like 20/16, i spent the entire game setting him up, and as soon as i put him down to battle, the enemy casts Harsh winds, which Frostbites 2 enemies. So he obviously chooses my poro fluff and another random unit, but can you imagine, THE FROSTBITE COMPLETELY DEBUFFS MY 20/16 PORO FLUFF. A RANDOM 6 MANA FROSTBITE YEETED MY 20/16 COMPANION BACK TO MY HANDS, NOW BEING 6/6 LIKE IT ORIGINALLY WAS. o-o DAFUK.

ll Gryphon ll2 votes

{quoted}

I am really annoyed with one card, the card is too op, it just says "Kill a unit", I spent whole match preparing a combo for a 16/17 poro fluff and boom, it was killed with that card and it doesn't have any requirements for the card to work, nah, just kills any enemy. What a joke, we need a Legends of Runeterra forums so we can post things like that there.

That card is making the poro deck useless, but I really like it... sad

Ever heard of placing all your eggs in one basket? well, thats what you did. that card only exists within the shivering isles deck. Meaning, when facing them, if you havent seen that card once or twice, maybe dont plop everything into one follower? I dont agree that kill one enemy should be 7 cost, but there are cards that are less balanced than that one. i mean even in the noxus deck you can do the exact same thing with 4 mana. Blade's Edge into Noxian Guillotine. Even if you buff the stats he is still damaged. meaning the only way to stop it is Ki Blast, burst spell giving him barrier, or Deny. Both within the Ionia deck. Of which, deny blocks Vengeance. So, maybe run Ionia with Freljiord, or dont build up one unit right away.

Knalxz2 votes

[{quoted}](name=ll Gryphon ll,realm=NA,application-id=yrc23zHg,discussion-id=56hXGjey,comment-id=00020001,timestamp=2020-01-30T13:40:25.128+0000)

Ever heard of placing all your eggs in one basket? well, thats what you did. that card only exists within the shivering isles deck. Meaning, when facing them, if you havent seen that card once or twice, maybe dont plop everything into one follower? I dont agree that kill one enemy should be 7 cost, but there are cards that are less balanced than that one. i mean even in the noxus deck you can do the exact same thing with 4 mana. Blade's Edge into Noxian Guillotine. Even if you buff the stats he is still damaged. meaning the only way to stop it is Ki Blast, burst spell giving him barrier, or Deny. Both within the Ionia deck. Of which, deny blocks Vengeance. So, maybe run Ionia with Freljiord, or dont build up one unit right away.

This doesn't detract from the fact that it's stupid to have someone spend 5+ turns forming a powerful unit for a card that doesn't even take 1 5th of the power to use, to instant kill it. Imagine if someone would summon a Blue Eyes White Ultimate Dragon just for it to be popped upon being summoned by a spell card with no prereq. It's just a kick in the nuts and the card is universally good and cheap. I'd be fine with it if there was something else that needed to be done other then a target existing an power requirement.

ILUVLEEGOFLEGENZ4 votes

{quoted}

This doesn't detract from the fact that it's stupid to have someone spend 5+ turns forming a powerful unit for a card that doesn't even take 1 5th of the power to use, to instant kill it. Imagine if someone would summon a Blue Eyes White Ultimate Dragon just for it to be popped upon being summoned by a spell card with no prereq. It's just a kick in the nuts and the card is universally good and cheap. I'd be fine with it if there was something else that needed to be done other then a target existing an power requirement.

Except that can happen in yugioh and most other card games.

7 mana to kill a unit is not cheap nor universally good. The card is extremely bad in an aggressive deck because it’s a dead card for most of the game.

Card games require good/overpowered cards to exist in order to give good reasons to play different archetypes (region in LoRs case)

The removal in LoR overall is actually a lot weaker relatively than most other popular card games, make it much worse and some cards (like Karma, Braum, Teemo, Darius, and Crowd Favorite) would be blatantly overpowered.

Knalxz2 votes

{quoted}

Except that can happen in yugioh and most other card games.

7 mana to kill a unit is not cheap nor universally good. The card is extremely bad in an aggressive deck because it’s a dead card for most of the game.

Card games require good/overpowered cards to exist in order to give good reasons to play different archetypes (region in LoRs case)

The removal in LoR overall is actually a lot weaker relatively than most other popular card games, make it much worse and some cards (like Karma, Braum, Teemo, Darius, and Crowd Favorite) would be blatantly overpowered.

My point wasn't that other games don't have it my point is that it's never fun and mostly kills the game for people. Going through all of that effort just to have a single card undo it all does exactly what you said forces people to find their own OP ways to out cheese each other. This just leads to a ridiculous game of "How can I abuse the game worse then my opponent."There's a obvious reason why so many card games fall off as time goes on, it's because more and more bullshit keeps getting stacked onto the old so much so that literally every turn is a measurement of how broken something else is. This is a new game wit ha new chance to not suffer from the sins of so many others, we shouldn't just blow off this fair critique with "it happens in other games." So what, why does this game have to have those same issues?

ILUVLEEGOFLEGENZ2 votes

{quoted}

My point wasn't that other games don't have it my point is that it's never fun and mostly kills the game for people. Going through all of that effort just to have a single card undo it all does exactly what you said forces people to find their own OP ways to out cheese each other. This just leads to a ridiculous game of "How can I abuse the game worse then my opponent."There's a obvious reason why so many card games fall off as time goes on, it's because more and more bullshit keeps getting stacked onto the old so much so that literally every turn is a measurement of how broken something else is. This is a new game wit ha new chance to not suffer from the sins of so many others, we shouldn't just blow off this fair critique with "it happens in other games." So what, why does this game have to have those same issues?

It’s not an issue, those cards balance the game and keep dumb big cards in check. Even something like the huge poro with overwhelm could be massively overpowered if there wasn’t good removal to take it out.

There should be thought in the game instead of just slapping down every card in your hand with no regard for what the opponent might have, and nerfing removal too much removes that.

Knalxz3 votes

{quoted}

It’s not an issue, those cards balance the game and keep dumb big cards in check. Even something like the huge poro with overwhelm could be massively overpowered if there wasn’t good removal to take it out.

There should be thought in the game instead of just slapping down every card in your hand with no regard for what the opponent might have, and nerfing removal too much removes that.

The balance of bid dumb cards is other big dumb cards. When you're at the power to summon your biggest so is your enemy. That's the entire point of the mana system. At that point it's just a matter of your decks. The monster mash is a critical part of any card game like this and is literally the entire point of card games like Poker where the bigger "mounter" just wins.

Having it so someone can just destroy multiple rounds of effort, build up and planning in one move with an amazingly cost effective item is absurd. You say you want more thought rather then just mindlessly dropping monsters out but you're on the side of playing a single card to wipe out an entire games worth of effort to summon some sort of trump card. I think everyone [expect you apparently] would rather have a Kaiju vs Megazoid fight then to just have the Kaiju be nuked and the Megazoid to pose on a skyscrapper.

ll Gryphon ll2 votes

{quoted}

Having it so someone can just destroy multiple rounds of effort, build up and planning in one move with an amazingly cost effective item is absurd. You say you want more thought rather then just mindlessly dropping monsters out but you're on the side of playing a single card to wipe out an entire games worth of effort to summon some sort of trump card.

This. exactly this. This person acts as if thought about the game doesnt go into the creation of the deck lol

They created a deck with the sole purpose of nuking someone when it appears, then were surprised when facing shivering isles, a deck with the purpose of out sustaining and slowly sucking the life out of the enemy, had a way to stop a large nuke.

Malza2 votes

{quoted}

The balance of bid dumb cards is other big dumb cards. When you're at the power to summon your biggest so is your enemy. That's the entire point of the mana system. At that point it's just a matter of your decks. The monster mash is a critical part of any card game like this and is literally the entire point of card games like Poker where the bigger "mounter" just wins.

Having it so someone can just destroy multiple rounds of effort, build up and planning in one move with an amazingly cost effective item is absurd. You say you want more thought rather then just mindlessly dropping monsters out but you're on the side of playing a single card to wipe out an entire games worth of effort to summon some sort of trump card. I think everyone [expect you apparently] would rather have a Kaiju vs Megazoid fight then to just have the Kaiju be nuked and the Megazoid to pose on a skyscrapper.

If you can't deal with things having counterplay maybe card games aren't for you. The game shouldn't just be you summoned your big dude so you automatically win. Neither should everybody be forced to play a deck where they have to put everything into one big dude to fight other big dudes.

Big dude vs another big dude fight is the least interesting thing ever in a card game because it's not some epic battle it's just flatly determined from numbers. If you really want your cards to live you can always play something that has counterspells like Ionia.

ll Gryphon ll4 votes

{quoted}

This doesn't detract from the fact that it's stupid to have someone spend 5+ turns forming a powerful unit for a card that doesn't even take 1 5th of the power to use, to instant kill it. Imagine if someone would summon a Blue Eyes White Ultimate Dragon just for it to be popped upon being summoned by a spell card with no prereq. It's just a kick in the nuts and the card is universally good and cheap. I'd be fine with it if there was something else that needed to be done other then a target existing an power requirement.

Did you not play Yugioh???? there were several ways to do it. Also, you did not even argue the point I stated lol Yes you spent several turns building up a unit. A single unit. One. If everything is riding on that one unit and you are facing a deck that was purposely created to draw out matches, as in out sustain, there is usually a way to deal with a SINGLE overpowered unit. and again. Since you do not like reading. Noxus has an even cheaper way of dealing with your single over powered unit.

Dont build up a single unit in the only deck that has a kill ONE unit card in it.

Edit: Guys. it is a single card in a single deck. if you are facing shivering isles. dont build up your single unit. As stated from a different individual, if it didnt exist, the super stacked Braum deck would be even more powerful than it already is. Plus, if your only gripe is that a single card from a single deck is the only thing that messes up your strat.... that means that you have several decks where this isnt even an issue and you are possibly stomping them. Vengeance in multiple situations was my only means of killing a 7/12 Braum.

This is a big reason they created decks with the possibility of multiple champions. It allows your deck versatility as long as you kept the deck balanced as well. meaning you have different avenues for a win. you dont have to play through a single card, ever. If you are playing through a single card then either you are losing consistently because the deck is bad, or you are winning most of the time but sometimes the enemy deck just happens to counter it.

The bigger issue that you should be having is why are the main meta decks all combinations of noxus/shivering isles. you are running into vengeance so often because shivering isles is so prevalent in most decks. Obviously there are other issues like elusive units being really strong, but that is why I run shivering isles/Ionia. Really fun deck right now. However, I am not ticked off when I face Demacia/Ionia where they are constantly challenging all of my units. it is part of the game.

Cowabungah2 votes

{quoted}

I am really annoyed with one card, the card is too op, it just says "Kill a unit", I spent whole match preparing a combo for a 16/17 poro fluff and boom, it was killed with that card and it doesn't have any requirements for the card to work, nah, just kills any enemy. What a joke, we need a Legends of Runeterra forums so we can post things like that there.

That card is making the poro deck useless, but I really like it... sad

i built a poro deck too, and yes it is challenging. The same thing happend to me, i had a 25/24 Fluft, it took some time for the preparation. I was rlly proud and you know what happend? "Recall a Unit" happend, it is almost the same as "Kill a Unit".

Darius Daric2 votes

{quoted}

i built a poro deck too, and yes it is challenging. The same thing happend to me, i had a 25/24 Fluft, it took some time for the preparation. I was rlly proud and you know what happend? "Recall a Unit" happend, it is almost the same as "Kill a Unit".

It is a 7 cost spell, not like its completely over, especially for poros.

ll Gryphon ll3 votes

I agree, there should be a forum. Not like it takes much thought or work to do that. I appreciate the post.

Leafius152 votes

We need a forum for Legends of Runterra. There are so many unbalanced cards like Dueling Duo and Kinkou Lifeblade and all the Elusive cards that need to be fixed. same goes for cards that are too strong to be Burst cards like Mark of the Isles and Brother's Bond. However, there is no forum right now to complain about these cards.

I hope Riot will understand which cards need a Hot fix as soon as possible. Right now it is a very Elusive aggro meta.

Lenks2 votes

HOW THE FUK AM I SUPPOSED TO KILL A BUFFED UP BRAUM, IF I CAN ONLY BLOCK WITH 1 UNIT WHICH I DONT EVEN GET TO CHOOSE

Chillum2 votes

+1 We need a runeterra forum.

That being said. Elusives have counters, run shen/fiora if they make you upset. All the big card games have "kill cards" we have one region with access to it, its a rather large cost and you should always be prepared to lose creatures, don't put everything in one basket.

What I find ridiculously game breaking is how Dusk and Dawn works with anivia. Have anivia? Dusk and dawn her. That's it. Magic ensues. No special moving of the ephemeral. Attack with all three (or 5 as I had in one game) they become eggs, and next turn (providing enlightened) you have 5 permanent enlightened anivias, who's effect hits for 12 before any combat damage is assigned.

I can get behind dusk and dawn and moving the ephemeral with death mark, that at least takes a combo. Or thresh being able to pull two hecarims onto the field attacking. But just having anivia and being able to cast dusk and dawn (whether twice or with a kharma on the field for additional casts needing not one but two cancels) or honestly just once is enough, is a bit too strong for what it takes to do it.

xSynx2 votes

People need to chill out. With the game just releasing in open beta and a small amount of cards to choose from, you need to give people time to sort out the game, add new cards, nerf over powered cards, open up communication channels for players to discuss changes and more.

I do not agree however with those people that are using the poro deck and getting owned. You decide to place your strat on 1 card and you fail, that's your doing, not the decks fault.

WAT THE FATE2 votes

Anyone else in here saw the interraction between heart of the fluft and frostbite? Because a random frostbite just completly debuffed my 20/16 poro fluff and i'm really not sure that's suppose to happen. Pls let me know if i'm not the only one.

xMagicDew2 votes

Am I wrong to think Commander Ledros is OP, and Vengeance shouldn't be able to kill Champions

Darius Daric2 votes

Honestly the main issue I've had is that i can't earn enough exp. because they set a limit of games you can play and get 100 then it drops to 50.... wtf is that about? a win in a game should be more beneficial. NO ONE WANTS TO PLAY A GAME HOURS ON END AND NOT GET ANYWHERE!!!!!!

Magister Gir2 votes

Not so much a complaint about cards or units but rather about Diamond chests. The fact that they only drop 3 basic capsules is pretty upsettinga nd doesn't really make any sense. Why would a diamond chest drop the worst capsule and not at the very least a rare one? Or even a basic, rare, epic capsule would be great! Gives it a great incentive to get them and at least ensures you get 1 epic from them rather than 36 commons, 12 rares, and crystals. Makes a week worth grind feel unrewarding when you don't get even a single Epic. So hey if they see this, at least consider increasing the reward for Diamond chests.

comport92 votes

As there's no official forum, I'll post here.

There's a lot of hate in here already, and to those who don't like the game: "leave, and good riddance".

This is the most balanced card game in BETA I've ever played. For those of you complaining about card power, I guess you weren't around at the beginning of Magic the Gathering. (Blue Spell Blast anyone? Black Lotus?) There are already numerous competitive decks, and the meta changes fast. I had a great winning rate with one deck, two days later I was losing with it. Fantastic! That's how card games are SUPPOSED to be.

Some poster said games end on turn 4 or 5. He obviously means he LOSES games on turn 4 or 5, because very few of my games end that early, and then it's just because of bad draws/god draws. Which happens in every card game. More often then naught players become "Enlightened".

As for card power on some cards, while some tweaking can obviously happen, I've found that if you play very smartly, you can often outmanoeuvre your opponent and push through that last bit of damage. And for those of you that really can't figure out how to play against big Followers, play Purify.

Pay to win? Um... no. Not at all. The devs are being very generous IMO.

Overall, Runeterra is a FANTASTIC game, and am really looking forward to it's continued support and development.

Ulmus081 votes

{quoted}

As there's no official forum, I'll post here.

There's a lot of hate in here already, and to those who don't like the game: "leave, and good riddance".

This is the most balanced card game in BETA I've ever played. For those of you complaining about card power, I guess you weren't around at the beginning of Magic the Gathering. (Blue Spell Blast anyone? Black Lotus?) There are already numerous competitive decks, and the meta changes fast. I had a great winning rate with one deck, two days later I was losing with it. Fantastic! That's how card games are SUPPOSED to be.

Some poster said games end on turn 4 or 5. He obviously means he LOSES games on turn 4 or 5, because very few of my games end that early, and then it's just because of bad draws/god draws. Which happens in every card game. More often then naught players become "Enlightened".

As for card power on some cards, while some tweaking can obviously happen, I've found that if you play very smartly, you can often outmanoeuvre your opponent and push through that last bit of damage. And for those of you that really can't figure out how to play against big Followers, play Purify.

Pay to win? Um... no. Not at all. The devs are being very generous IMO.

Overall, Runeterra is a FANTASTIC game, and am really looking forward to it's continued support and development.

Thanks for posting this, seriously. I think there are some tweaks needed, like some of the Elusive cards are seriously overtuned. Also, if you're on the backfoot then Katarina is seriously difficult to deal with.

But honestly, yeah. I remember the Magic days of 1/100th of the cards being viable and you had to pay huge amounts for them cough right now cough. I think the most balanced Beta CCG I've seen is Hearthstone. You could take the starting cards all the way to the top of the ladder, which is a real feat of balance that I've never seen anywhere else.

xMagicDew2 votes

Can we get a report button for oppoonents who just wait until the very last second to pass their turn

xMagicDew1 votes

The Harrowing???? THE HARROWING?! ARE YOU ACTUALLY KIDDING ME?! because this card is literally the game ender, there's nothing you can do at that point, for context, I was playing my duelist deck I literally made to fight shadow isles because it's gotten that bad, my opponent had ionia shadow isles, so naturally I assume ephemeral, I he starts and has no one drops, and I take control with a legion drummer, starting off nice with 3 damage ok, he moves in and I summon Katarina, he summons the dark water scourge, ok, he then uses mark for death to remove ephemeral and place it on Katarina, nothing I can do about that, and I think, that sucks, but those cards we're essentially made for each other, I play several cards after that, nearly kill him at around round 6 or so, I even managed to assassinate his Karma using a spell and a barrier, but then after a while I notice he's only fighting with his dark water scourge, I could summon another follower, but I think "no, he's probably got the ruination, that's why he hasn't summoned any defense," So I hold my hand and just as I expected he casts the ruination after attacking with the dark water scourge for the last time, I think, I played well and now, even though I only have one follower left, I can defeat him, he's at 9 hp. he stole around 15 hp from my units, all I have left is one 2/2 follower with toughness, but that doesn't mean I can't beat him down If I draw well, but then, BUT THEN, he casts THE HARROWING, it costs 10 mana and summons the STRONGEST 6 SIX, SSSSIIIIXXX, UNITS , not allied followers, UNITS, any unit that died this game, and applies ephemeral, At this point I think "I'm finished right? no, no I've worked to hard to give up now, so I plan out an organized strategy with the 3 cards left in my hand, I capture his dark water scourge so that he can't steal 5 hp, and because it's one of the 2 strongest cards on his field, then I block Karma with my follower and grant them barrier, If it all went as planned he could only beat me down to 2 hp, It's not a lot, but certainly he can't challenge me after that, but no, what I didn't realize was that he drew 3 ALL THREE OF HIS MARK OF THE ISLES CARDS, mark of the isles is a 1 cost card that grants +3/+3 and ephemeral, I did the most I could possibly do, I played the best I could have, but YOU CAN'T FIGHT SHADOW ISLES, DON'T EVEN TRY

Ulmus081 votes

{quoted}

The Harrowing???? THE HARROWING?! ARE YOU ACTUALLY KIDDING ME?! because this card is literally the game ender, there's nothing you can do at that point, for context, I was playing my duelist deck I literally made to fight shadow isles because it's gotten that bad, my opponent had ionia shadow isles, so naturally I assume ephemeral, I he starts and has no one drops, and I take control with a legion drummer, starting off nice with 3 damage ok, he moves in and I summon Katarina, he summons the dark water scourge, ok, he then uses mark for death to remove ephemeral and place it on Katarina, nothing I can do about that, and I think, that sucks, but those cards we're essentially made for each other, I play several cards after that, nearly kill him at around round 6 or so, I even managed to assassinate his Karma using a spell and a barrier, but then after a while I notice he's only fighting with his dark water scourge, I could summon another follower, but I think "no, he's probably got the ruination, that's why he hasn't summoned any defense," So I hold my hand and just as I expected he casts the ruination after attacking with the dark water scourge for the last time, I think, I played well and now, even though I only have one follower left, I can defeat him, he's at 9 hp. he stole around 15 hp from my units, all I have left is one 2/2 follower with toughness, but that doesn't mean I can't beat him down If I draw well, but then, BUT THEN, he casts THE HARROWING, it costs 10 mana and summons the STRONGEST 6 SIX, SSSSIIIIXXX, UNITS , not allied followers, UNITS, any unit that died this game, and applies ephemeral, At this point I think "I'm finished right? no, no I've worked to hard to give up now, so I plan out an organized strategy with the 3 cards left in my hand, I capture his dark water scourge so that he can't steal 5 hp, and because it's one of the 2 strongest cards on his field, then I block Karma with my follower and grant them barrier, If it all went as planned he could only beat me down to 2 hp, It's not a lot, but certainly he can't challenge me after that, but no, what I didn't realize was that he drew 3 ALL THREE OF HIS MARK OF THE ISLES CARDS, mark of the isles is a 1 cost card that grants +3/+3 and ephemeral, I did the most I could possibly do, I played the best I could have, but YOU CAN'T FIGHT SHADOW ISLES, DON'T EVEN TRY

Sounds like a good game to me XD. Also, Katarina is absolute horseshit so -shrug-, stop complaining.

Ulmus081 votes

I'd love to have a forum so that Riot can see people's absolute frustration with Elusive. There need to be more flexible counter options than 'have elusive cards in your deck and hope you get them'. The elusive cards themselves needs a serious tuning.

It's a shame this post thread has turned into bickering over particular cards, rather than showing support for a forum that Riot pay some level of attention to.

xMagicDew1 votes

I didn't know you can re frost bite enemies

xMagicDew1 votes

That's fucked, you should only be able to frostbite an enemy once man, there are already so many frostbite cards, most of which are burst and very low cost

xMagicDew1 votes

vengeance shouldn't be a fast spell, that's too much man

xMagicDew1 votes

Hermerdinger's turrets shouldn't cost 0 to play, then there's no point in not summoning all of them, which gives him the ability to fill your battlefield ever single fucking round without end, and if you're not playing shadow isles because you actually want a fair match, then there's little you can do to stop him

xMagicDew1 votes

Frostbite needs a nerf, Heimerdinger needs a nerf, shadow isles still needs a better nerf

Gurra1781 votes

{quoted}

Frostbite needs a nerf, Heimerdinger needs a nerf, shadow isles still needs a better nerf

None of them really needs a nerf, shadow isles have one really good card that really needs a nerf and that is Hecarim, he is overpowered.

xMagicDew1 votes

{quoted}

None of them really needs a nerf, shadow isles have one really good card that really needs a nerf and that is Hecarim, he is overpowered.

Hecarim does need a nerf, I wanted to show how overpowered Hecarim is, Imagine having 4 hecarims on the battlefield at once, my opponent surrendered before I could even attack, I did record it, but rather than recording LoR my software recorded some game in the background I didn't even know was open, but it's not hard to think that could happen with all the cards that can replicate other cards in Ionia and shadow isles

DJarpa1 votes

I wonder if Revive is currently functioning as intended. As it's not actually reviving units but just making a copy of them. Which means it can make duplicates of champions in the same match as in it will "Revive" living champions if they died once during the game making copies. Alo works on undying as it doesn't acualy revive a dead undying but makes a new fresh one and then the old one revives on its own whit boosted stats as usual.

xMagicDew1 votes

Mark of the isles NEEDS to cost more

xMagicDew1 votes

Can detain not erase the altered effects of the unit detained, maybe

Gurra1781 votes

Riot you really need to fix the high diamond gameplay!!! I Was diamond 20 and won three matches in a row this gave me the placement of diamond 12 and that seems reasonable. But the problems came when i lost a game, this made me go back to diamond 23. So by having 3/4 wins i went back 3 placements, this is insane that you atleast need to have more than a 75% winrate to get to master rank. But the problems just got worse because i lost two more games in a row(things that can happen with bad opening hands) and this gave me the placement 136 in diamond, so by having a 50% winrate i went down 116 placements on three games. This is just crazy and i will probable have to win around 4-5 games in a row to get back to diamond 20. You(=RIOT ) really need to fix the gameplay in high diamond!!! I understand that it should be hard to get to master rank but it shouldn't be this insane.

xMagicDew1 votes

I'd like to again reinterate how much of a BULLSHIT CARD the Harrowing is, so stupid and 0 things you can do to fight it, the only way to stop it is with deny and that's a 3 in 40 chance to draw a card specifically in a deck that requires you to change everything just to fit Ionia in, you should hjave to, and I'm finna keep complaining until something is done, at the point in the game where you can Cast the harrowing there's next to nothing the opponent can do, Fuck that card

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