Why Marvel Snap and Legends of Runeterra Failed Me

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SodaTCG

SodaTCG

Күн бұрын

Пікірлер: 416
@ultrablaze957
@ultrablaze957 Ай бұрын
LOR's pvp failing is truly the saddest event in online ccg history
@MrUnreal9111
@MrUnreal9111 Ай бұрын
Power creep killed it. Moved new champion releases to 1-3(4) mana and made OG high mana cost champs useless. Introduced RNG and toxic mechanics into a game without them. Annie should have never been a 1 drop.
@XmortoxX1990
@XmortoxX1990 Ай бұрын
And what happened to Chaotic too
@angel-memeroftheisles
@angel-memeroftheisles Ай бұрын
@MrUnreal you can say all you want, but the only reason why LoR died was because it was too much F2P. You didnt have to spend time to get stuff and could just play what you wanted, and that's why it failed.
@Justaguy0111
@Justaguy0111 Ай бұрын
​@angel-memeroftheisles not true at all. Pixelborn was extremely popular before Disney took it down, and it was 100% free.
@anhvu6824
@anhvu6824 Ай бұрын
I also blame the lack of balancing. It took them too long to balance card. Make the meta too stale and too boring
@yurinabesima
@yurinabesima Ай бұрын
The reason for why Legends of Runeterra failed is not gameplay related but financial: everyone loves how you can get every single card for free, but the problem is that this just doesn't make any money. The game has operated on a loss since its launch, and even now after it became totally focused on PvE it still operates on a loss, just slightly less than before. If Riot actually needed LoR money to keep the lights on, the company would have gone bankrupt.
@patrickhoppe4062
@patrickhoppe4062 Ай бұрын
The gameplay had massive issues and killed the playerbase over time
@AlrycaAeveaHexendias
@AlrycaAeveaHexendias Ай бұрын
Agreed. I liked most of the Soda's stuffs, but this one video never really convinced me of anything. Once a playerbase stabilizes (usually after a month into the game), "gameplay" will almost never be a factor why a game can fail. Now, "gameplay changes", if catastrophic enough, can fail a game. But he just explained how to play basic Runeterra. That's not... that's not a reason lmao.
@arzentvm
@arzentvm Ай бұрын
op didnt really play the game or probably quit after 2 expansions
@arkangyal8024
@arkangyal8024 Ай бұрын
​@@patrickhoppe4062dude, the original commenter and me are from the playerbase. Believe it, finance killed LoR.
@yorickpaidefamilia3374
@yorickpaidefamilia3374 Ай бұрын
oh god how i wish riot needed LOR to keep the lights on
@VisionaryDecks
@VisionaryDecks Ай бұрын
I was genuinely surprised that your main gripe with LoR was too much complexity. If anything, I would have expected it to be the opposite. I can understand a new player being overwhelmed with new stuff to learn. Some of LoR's systems are definitely more intuitive than others, and like any game, it takes time to pick up on the nuances. However, I feel like LoR is one of the most simplistic CCGs you could ask for. I find it funny that you accuse region colors, card memorization, and basic decision-making as being culprits of unwanted complexity. Although I've never played it myself, I have to imagine those complaints would also ring true in Magic's case, if not exponentially louder. I mean, sure...LoR has 10 colors, but Magic's card pool is far larger, is it not? A constantly expanding game with hundreds of cards that have different effects is going to be inherently complex. It only becomes more complex with time. Personally, I feel like one of the things that made decision-making difficult in LoR was the copious amount of RNG involved in card effects. The introduction of Bandle City marked a clear turning point in LoR's card design, which led to a lot of players quitting with each successive expansion. The phrase "___ a random ___" became all too common, and felt like a lazy substitute for actual card effects. Create a random card in hand. Summon a random unit. Give me a random keyword. It is difficult (and frankly, unintuitive) to predict what these effects will do. Sometimes they are meaningless, sometimes they are game-deciding. Nobody wants to lose a 20-minute card game because their opponent won a coin flip. That said, I find it strange that as a veteran card game player, your main complaint leveled at LoR is "understanding how to play is easy, understanding what to do is hard." Isn't that a good thing? What happened to the phrase "easy to learn, hard to master?" I think if you're honest with yourself, you might find that the true reason you quit LoR was simply because you didn't enjoy the game enough, which is fine.
@derpyefalant478
@derpyefalant478 Ай бұрын
Honestly this. I was surprised too. Just picked up some Bilge/Dec or Mono Dec aggro, and learned LoR from there on.
@hastur2905
@hastur2905 Ай бұрын
I didn't feel all that complexity from LOR? It just felt like a more interactive MTG with simpler cards. I played for 2~3 years and the reason it stopped worked for me is that the card designers eventually just... stopped trying? For a solid year or so every champion was some extremely same-ish version of "do my mechanic 5 times to level me up into a keyword soup". Really killed my excitement for the game
@josemarioperozofuenmayor3475
@josemarioperozofuenmayor3475 Ай бұрын
This things are very personal, for example I find playing yugioh very simple and I rotate decks a lot even when they play nothing like each other (even picked up DDD once) but many people find yugioh super hard (understandably).
@vshadow1115
@vshadow1115 Ай бұрын
LOR was never able to turn a profit so I wouldn't be surprised if the number of designers got cut or moved to other tasks.
@Jl994-f5u
@Jl994-f5u Ай бұрын
Um....guys. did you know they were trying to make the cards similar to the playstyle of the league of legend moba? They even added each champs ult when you have a copy in hand. The amount of detail that went in to the design and story is probably why it's not ACTUALLY canceled.
@Raiynex
@Raiynex Ай бұрын
Coming from someone who just picked up Magic recently, I had a fairly easy time grasping it due to my experience playing LoR.
@hastur2905
@hastur2905 Ай бұрын
@@Raiynex same for me, but the other way around
@charmquark7514
@charmquark7514 Ай бұрын
I‘m still enjoying LoR for the roguelike PvE but it‘s sad that they didn’t manage to get pvp to financial viability. I‘ll never understand how Riot is so bad at promoting their games to each other, blizzard had that figured out ten+ years ago. Why was there never the option to earn a free skin in league or valorant by playing ten ranked games of LoR for example?
@abranlucero7246
@abranlucero7246 Ай бұрын
Legends of runetarra was never designed to make money. It's a loss leader just like the food court at Costco or Sam's club. It always operates on a loss so they are hoping that you get hooked into the characters and world that you want to go and play League of Legends where the real money is at.
@aveshlutchman8573
@aveshlutchman8573 Ай бұрын
Because that wouldn't have saved the game. Believe it or not, LoR had a lot of eyes when I first released. Big streamers tried it out, and the website for the game sign-ups legit went down multiple times. The issue is that the game itself is just different from Riot's other titles that are usually an accessible take on the genre like LoL and Val. A lot of people just bounced off LoR. Couple that with them never making back their money because of no card packs, and you get a bad combination. At this point, LoR survives purely out of Riot's goodwill and pride, likely the latter more than the former. They absolutely do not want to give up on LoR and make it an example people use to point at as an example of Riot "abandoning" a game sorta like how people do with HotS and Blizzard. Riot has the trust of players that they will support their titles in the long run, and they value that a lot because it means they can leverage it for their future titles. They don't want to put that in jeopardy, so LoR will keep going until they absolutely have no other choice.
@mathieuaurousseau100
@mathieuaurousseau100 26 күн бұрын
LoR was financially viable for at least most of its life, just not LoL level of profit And a bigger issues is that there simply wasn't anything to spend money on. Once you remove card access as a way to get money the biggest thing that remain are alt art. Just with the last set MTG had about 75 alt arts, over a full extension LoR would have what, ten? And all for champions so you basically never had a reason to buy more than 2 at once
@webbowser8834
@webbowser8834 Ай бұрын
LoR is my favorite CCG of all time and it's not even close. I love the amount of interaction you have with your opponent and the fact that even simple SMOrc-style decks have a lot of depth to them just due to how the core turn mechanics force decision making. I always felt rewarded for understanding the meta and building decks that matched up well against what I was seeing. The number of decision points allows for a ton of skill expression and it feels really good as a long time card game player, kinda like MTG minus the lands. But the best part was that I could just decide to build a brand new deck at any moment and not feel punished for it. In Hearthstone, I would build a new deck and essentially be stuck with that deck for months because the amount of time it took to get enough dust to make a new deck was just too long unless I wanted to live on Arena, and if the deck was conceptually flawed I was kinda just screwed. In LoR if I make a new deck and it doesn't work out, I lost maybe a week's worth of resources, if even that due to how many staples there are in each region. It's honestly a shame the game didn't do better, because LoR really is a unicorn of a CCG and I'd argue even now it's still worth getting into. I can see how the amount of decision making present in LoR can be a bit overwhelming (though I think saying LoR is more complicated than MTG is a wild take), but LoR does a good job at making you feel rewarded for playing well and making the right calls.
@ggwp638BC
@ggwp638BC Ай бұрын
I feel that if Riot just supported it a bit more and was willing to pay for the marketing, LoR would steadily grow. If anything, I think they just had the wrong expectations going into this project. LoL is a good game, but it had an easy explosive success because at time of release it had no real competition (DOTA was super niche), and everyone else followed them (including DOTA2). With TFT it was a similar story, Valve was sitting on Auto Chess and Riot just delivered a finished product first, and by the time anyone wanted to compete the market already had a king. Again with Valorant, while the market was dominated by CS:GO, it was ultimate a stagnated genre with very little direct competition (I mean, FreeFire never competed with CS for real). But with LoR, the market was packed with big players fighting for any scraps of market share. Magic was the king in the west, YGO dominates Asia but lacked a proper virtual options, just like Pokémon, so Hearthstone was the king online. Regardless of the problems on all these titles, this was by no means a fresh or stagnated market. If LoR wanted a shot it had to come in swinging, but Riot just released it expecting people to flock like there they weren't thousands of dollars deep into competitors already.
@RedEyeStorm7
@RedEyeStorm7 21 күн бұрын
@@ggwp638BC Idk feels pretty stagnated to me chief
@BOOMDIGGER
@BOOMDIGGER Ай бұрын
Saying LOR is too complicated is pretty bs. Other Card Games are more complicated and successful. Magic is no easier than LOR, but i guess you already knew it and are heavily biased. LOR failed cause Riot messed up on every corner around it.
@MainEvie
@MainEvie Ай бұрын
lor failed because riot refused to make it suceed no marketing no monetization nothing
@MainEvie
@MainEvie Ай бұрын
its so sad because the game was so good
@GonxalusAika
@GonxalusAika Ай бұрын
I agree. Saying that MTG is easier to follow makes me think he never played it or only messed around with starter decks. The only real reason LoR failed was monetization
@cancan7615
@cancan7615 Ай бұрын
I think he is talking about how convoluted the alternating action system in LoR is because it requires you to play around initiative every phase of each turn, which feels like a chore rather than meaningful complexity and I agree with that
@captainobvious8037
@captainobvious8037 Ай бұрын
Nono, he's got a point. The higher level Lor game plans end up feeling like a boxing match between two chumps who just jump around until one of them makes a mistake and gets punched in the face. Every second ranked game i had a "wtf am i doing with my life" moment, solely because of how repetitive the frustration is with this game. Lor is a lovely game though, better than most mobile tcgs. 100% better than Marvel Snap
@Dragonmist19X
@Dragonmist19X Ай бұрын
Its so funny hearing Snap clowned on about it's monetization when the main thing they tried to sell with their ads was "oh dont you hate having to spend a ton of money in card games, well in Snap you don't" and it was just the most blatant lie I had ever heard in an ad.
@raz1572
@raz1572 Ай бұрын
I don't say this necessarily as a defense of snap and certainly not of it's monrtization but those ads were put out on release and they have had to completely restructure their monetization twice since then because it wasn't working. They are still showing those ads though and it's defeinitely nonsense for the current game.
@Dragonmist19X
@Dragonmist19X Ай бұрын
@@raz1572 that I was not aware of. Kind of just assumed it was something there by default like HS.
@legojedimasterplokoon2173
@legojedimasterplokoon2173 4 күн бұрын
I'm a month late but I genuinely don't understand this criticism. Snap legitimately is not pay to win in comparison to the vast majority of card games. In something like Magic or Yugioh, you straight up can buy the best cards. In Snap, you can't do this. The video complains about this, talking about how you can't buy Thanos directly, and if you don't have Thanos, you can't build a Thanos deck. That's it's own problem, but it's a different problem. The issue isn't the monetization. It's very easy to play Snap for free
@raz1572
@raz1572 4 күн бұрын
@@legojedimasterplokoon2173 except it's not easy, especially if you want to be competitve. snap is easily one of the most expensive card games right now if you are trying to keep up with the meta.
@dastard6488
@dastard6488 Ай бұрын
I feel like if you've played MtG or Yugioh, LoR shouldn't even be remotely difficult to understand what to do. Knowing when to play cards is Yugioh 101; yet, it's made easier in LoR because of the simplified keywords. Just because you have a lot of options in what to do or because your opponent can respond to your actions doesn't make it "difficult to understand what to do". Each region/champion relatively specializes in a specific thing, much like colors in MtG. Can they overlap with other regions and champions? Yes, that why deckbuilding is easy in LoR. A person not knowing what each region/champion does is what should make the game thrilling for new players (IMO)
@AvgBlue
@AvgBlue Ай бұрын
adding to that the tutorials are awesome in LoR you can have fun for hours just playing them and learning the game.
@CaiRobinson
@CaiRobinson Ай бұрын
Yes, thats the reason Ive said Lor failed. It was a really well designed game but made for the faithful of the ccg genre. It doesn't work for the average player and definitely not for a non ccg player. I really dont understand Riots vision there.
@Flamewolf14
@Flamewolf14 Ай бұрын
I really enjoyed marvel snap when I played it but I definitely was annoyed about not being able to get specific cards to control my progression which I didn't realize how much that limited deck building you highlighted that very effectively
@InfinityRift7
@InfinityRift7 Ай бұрын
The problem with LoR's complexity is not rooted in its turn structure, card types, factions, or keywords imo. As a veteran Magic: the Gathering player, it was quite easy for me to identify the similarities that are present in both games and compare them. Magic as a game itself is deceptively hard, as certain aspects of the game (such as the stack and card interactions) can be confusing or hard to understand for new players, especially when the basic rules are often bended and overwritten by cards and effects. At the very least, however, most Magic mechanics and keywords are often printed on a good number of cards, meaning that you can expect to stumble upon them a decent amount of the time. LoR, on the other hand, gives me the impression that many champions (and sometimes regions) have their own unique, non-translatable mechanics, and unless you play through all of the tutorials in the game (thank God they exist), you'd have very little experience playing with and/or against them. Flavor for LoR is 15/10, but it doesn't translate very well into gameplay with a reasonable learning curve for the most part.
@mawillix2018
@mawillix2018 27 күн бұрын
They actually cut the tutorials recently, which made it very difficult for me to introduce new players now.
@fuchsia8266
@fuchsia8266 19 күн бұрын
@@mawillix2018 why would they do that if the tutorials were already made? was it so they didn't have to make new ones for any new cards?
@mawillix2018
@mawillix2018 19 күн бұрын
@@fuchsia8266 with their new content schedule, they rework old cards every few months. This caused some of the tutorials to break, leading to soft-locks. Instead of having to re-create the tutorials every major patch, they just cut them.
@fuchsia8266
@fuchsia8266 19 күн бұрын
@@mawillix2018 man, that's really unfortunate, especially since from a lot of the comments it seems those tutorials were very useful to a lot of people
@UncalibratedAimbot
@UncalibratedAimbot Ай бұрын
I truly enjoy LoR, I just don’t find virtual card games as fun as in person. It’s why I can easily play 5 irl games of Pokemon tcg in a row, and only 2 or 3 games of PTCGL (even tho ptcgl is usually faster)
@nightblitz4226
@nightblitz4226 Ай бұрын
Marvel Snap's only format being Constructed and not Draft is insane to me. Just absolutely baffling. Everything about the game feels like it was designed for Draft until some business exec was like "Wait, we can't let people play without paying for cards!" That's the only way I can imagine a game like Snap coming into existence.
@AvgBlue
@AvgBlue Ай бұрын
they adding draft to Marvel Snap and some other mods but we manly know that draft is in development.
@joaov2374
@joaov2374 Ай бұрын
LOR its, hands down, the best cardgame ever made. I cant put it as a failure. Riot was the failure. They sabotaged its own game, never really investing in promoting the game. They made a masterpiece and never got it in the spotlight. Marvel snap its the opposite. LOR its great F2P and have no promotion. Snap have poor grindy economy and a lot of promotion. I just hate snap economy. One of the worst ive ever know. Thats why its not even into my top 10 cargames ever EDIT: Just wanna say im loving your channel cuz i ever wanted a generalist cardgame channel. I love it all. Im addicted to cardgames. So your channel being great and constant as it is, its amazing. Its even isnpiring me to get back to my idea of creating a channel like this for my own. To talk about all cardgames i love. Not even gameplay. Just talking about them
@SuperZeve
@SuperZeve Ай бұрын
The fact we only revvently had a LoR button in the League launcher is mad
@UndeadLromor
@UndeadLromor Ай бұрын
Also what started killing the game for sure was the irelia azir deck and lack of immediate nerf, everyone of my friends including me stopped playing at that point
@wschess
@wschess Ай бұрын
Nah gwent is better imo
@user-kt6dd7kq6w
@user-kt6dd7kq6w Ай бұрын
@@SuperZeve yo that's after LOR died. so they are too late
@SuperZeve
@SuperZeve Ай бұрын
@@user-kt6dd7kq6w Yep, too little too late
@LikeAFemaleDog
@LikeAFemaleDog Ай бұрын
Part of me enjoyed the card acquisition of Marvel Snap, I enjoyed that I had to build decks with what I've been given and that I would play against players who had to do the same, it was an enjoyable experience that brought me back to the days where I'd create decks from booster packs and battled my friends who did the same. For the Series 1 and 2, I really enjoyed this system, but as you said Series 3 is when it all goes to shit. Not only because of what you mentioned, but because their system automatically alienates people like me... because it is locked behind a "Luck Wall." Imagine this, you've been playing the game for a while and you've level'd up enough to have the chance of obtaining 12, or even 16 new cards, you get excited by the idea of what new tools you'll have at hand only to NOT GET A SINGLE NEW CARD FROM IT, only cosmetics, and more leveling dust, I saw that- decided to waste my 2 keys, of course I didn't get the card I wanted, and quit the game.
@ultrablaze957
@ultrablaze957 Ай бұрын
I also believe in Lor's case yes the game can be a bit complex at times but it clicks a lot faster then say mtg
@BOOMDIGGER
@BOOMDIGGER Ай бұрын
Yeah he's totally wrong about LORs reason of failure. The Game was just too deep for him and he blames that now
@C4chorroSa1sicha
@C4chorroSa1sicha Ай бұрын
I'd even say that it's a good "primer" for MTG, many keywords have direct counterparts and the ~flow~ of the game is similar, I ended up on MTG after the implosion and found it really easy to adapt because of that.
@rafresendenrafresenden.1644
@rafresendenrafresenden.1644 Ай бұрын
Legends of Runeterra is more popular for the rogue like mode, more than the pvp.
@XmortoxX1990
@XmortoxX1990 Ай бұрын
The game has slowly re-strcutured for tha Path of Champions and it seems to have gone well fo Riot
@GoldLight73
@GoldLight73 Ай бұрын
I never got the appeal of PoC personally. It removes so many elements of what I felt made the base game fun, and they didn’t even bother to keep the story content. Still, it’s what people enjoy, I guess.
@lunarrosecrow407
@lunarrosecrow407 12 күн бұрын
@@XmortoxX1990 path of champions is what helped kill LoR the PvP was the biggest part of the game saying nah we like single player is what made it die.
@XmortoxX1990
@XmortoxX1990 12 күн бұрын
@lunarrosecrow407 according to Riot, the game had an increase in players after the switch to POC. It seems it was a fluke, and after the very disappointing Ambesa and Warwick champions, things look pretty bad now.
@dutssz
@dutssz Ай бұрын
I lost passion for Runeterra mostly because the game itself stopped existing, now leaving the Path of Champions as the only thing remaining. I'd love to say there's one single thing that is the reason why the game failed like pointing at how choice heavy the game is, how repetitive is the pass system, how generous the game was when giving out anything to a point of have nearly no monetization on its first full year, the lack of advertisement for it, etc. But truly and sadly it was a little bit of all of it.
@Xijor
@Xijor Ай бұрын
Snap was fun and is still fun but I can’t keep up with the card releases and it bothers me too much cause I don’t wanna dump that kind of money into it.
@Veradux987
@Veradux987 Ай бұрын
Despite it being a PowerPoint presentation, its a very high quality work. Keep up! PS . Can we get a video about gwent? Tysm
@trewajg
@trewajg Ай бұрын
Gwent was fun when it was just the witcher 3 in-game card game and the following gwent standalone game that released. It was fun and simple, with not a lot of dept but a lot of room for improvement. It has since completely morphed into another different card game with the same name. This is no hyperbole, the game was completely reworked for the worse for go knows why.
@neveralive8550
@neveralive8550 Ай бұрын
Gwent is the best card game that have ever existed. The main problem it had was devs focusing primarily on monetisation rather than balance. They did a great job honestly, gwent is the most beautiful card game, and you really want to spend money on it, but balance is as abysmal as cosmetics are lit. The biggest problem was obviously nilfgaard, being devs favourite region and the single strongest region of all time. I'm not joking, for the last like 2 years some brew of nilfgaard national never dropped lower than tier 1.5. And that is the reason why I left the game after gwentfinity: there are just to many cards that shouldn't exist and can't ba changed by a simple power/provision nerf.
@AvgBlue
@AvgBlue Ай бұрын
Marvel Snap didn't fail financially like LoR, and you forgot the fact that Marvel Snap is ever-changing with rapid rebalancing. It has weekly balance updates and patches; no other game evolves as quickly as Snap. You also forgot that Marvel Snap does have a mulligan, it's called retreat. You don't need to stay in for 4 or 8 cubes if your hand and board aren't good. Marvel Snap is a game where you retreat for 1 and win 8. The battle mode in Marvel Snap is built just for that-to retreat when you need a mulligan.
@EricHernandez-ib7jq
@EricHernandez-ib7jq Ай бұрын
The problem with snap is that it is just a mini-tcg. Is not a bad game at all is a Good game. But is just a mini tcg By design the game is balance around making money more than others tcgs. The key system locking the new cards begin rng box that not only gives you need card but also skins and old cards is predatory. You either save enough keys or you lose ur chance of getting new meta cards. Battle pass includes the other ALWAYS meta card. So is a game were you need to pay and pay and pay not to play but to compete. Because new card boost old decks beyond their limit numbers by a lot.
@toby2576
@toby2576 Ай бұрын
I came here to say exactly this, it is ridiculous to say Snap "failed" it still exists and is still making money
@Spiritchronicles47
@Spiritchronicles47 Ай бұрын
The problem I have with marvel snap is its spotlight system you have equally as much of a chance to get a variant of a card you already own when you couldve gotten a new card and this is extra difficult when you factor in you're usually only getting a maximum of 2 keys per week
@toby2576
@toby2576 Ай бұрын
@@Spiritchronicles47 I covered this in my other comment, and while the spotlight system does make new cards way more accessible for new players, it is still fairly expensive to maintain a large amount of keys and for players with more cards in their collection the duplicate system does become more present. But if you are able to collect variants of a card it’s because you own it and likely have a fairly complete collection.
@marcotinacci5718
@marcotinacci5718 Ай бұрын
Absolutely this. I would add that it's the best card design I've ever seen, constant updates to avoid power creep, almost every card see play.
@Slick_Tails
@Slick_Tails Ай бұрын
My personal issue with Snap was the constant changes. I understand them wanting to buff and nerf cards, but it was so frequent, and many of the changes were so drastic, to the point they weren't even the same card anymore. I suppose preservation is very important to me. It's why Keyforge appealed to me with its evergreen nature. No card bannings, no set rotation, all decks playable forever, with only 3 cards total being errata'd. I can still break out my decks that I bought 6 years ago and play them against the decks of today. And sure, there has been some power creep in the most recent sets, but decks from older sets still show up at the top level.
@CalebXH
@CalebXH Ай бұрын
As someone who is still an avid Snap player, I have some observations that could help expand on this case study: - As the number of cards has increased, so have the permutations of decks within archetypes. This makes pulling an "unwanted" card feel less bad, as there's a greater likelihood that it can be slotted in with a deck with your existing cards (that you may not have played otherwise.) - The Spotlight cache system allows for somewhat informed card pulls, and the Alliance/Bounty systems make grinding easier. Both of these systems encourage players to plan to build a variety of decks. - All of this boils down to each month feeling like a "flavors of the week" for better and worse. The meta constantly pivots, and an archetype that has fallen out of favor can just as quickly fall back in. That said, some of the problems you cited have yet to be smoothed out: - Niche cards are still polarizing and antithetical to the push toward variety. Cards like Thanos, High-Evo, and Arishem have entire decks built around their niche effects, which limits their design space. These cards don't exist within an archetype; they define, live, and die by them, which isn't great in a game of this size with its card-pull mechanics. - The interactivity between players and their opponents is still pretty low. There are more ways to affect your opponent's cards, locations, or synergies, but not enough. It's also yet to find the right balance between something one can predictably play around vs something that is one-sidedly annoying. - 12 card decks with 6-7 turns to play them still suffer from all the problems you cited. Matches often boil down to lucky beatdowns. - And a new problem per the point of variety: there are so many cards out now that it is hard for new players to catch up. Pool drops don't currently have a set calendar. Until large Pools drop, it can be daunting to "catch up" beyond the first 3 Pools. This game seems to be best experienced as a glacial collect-athon. It's perfect for a mobile game to kill time with, but not ideal for anyone wanting to be a traditionally competitive CCG player.
@bot0982
@bot0982 Ай бұрын
I ****ing hate you
@bot0982
@bot0982 Ай бұрын
my bad bro
@bot0982
@bot0982 Ай бұрын
nvm read more i ****ing hate you
@bot0982
@bot0982 Ай бұрын
wait lowkey you brought me back in the second half
@bot0982
@bot0982 Ай бұрын
nvm thought about it more i ****ing hate you
@Romashka_Sov
@Romashka_Sov 25 күн бұрын
So, LoR has a few dozens of keywords and realistically, 3 phases in a turn, one of which has 4 options (and you will spend most of your time there). MtG has what, a hundred of keywords, 5 phases, one of which has 3 sub phases and another one has 5, a priority system similar to LoR's, permamnents effect priorites with timestamps, and you can do things on each substep thanks to instant cards and activated abilities. Can you guess, which one is more complicated? Of course, it's the first one! Sorry Soda, but did you ever see how looks MtG or Yu-Gi-Oh steps chart? That flowchart for LoR can be summarised as "step 1: draw a card and add mana; step 2: summon, cast a spell, enter combat phase (if you have the token) or pass priority to your opponent. If you cast a non-burst spell, your opponent can now take step 2. If after combat your enemy has mana, they can enter step 2. Step 3: end the turn.". That's literally it, no way you can call this complex but magic is simple and easy to understand
@paulomatute4114
@paulomatute4114 Ай бұрын
If you fell off of Legends of Runeterra because of its complexity or having too many decisions each turn that is completely valid and fair... However don't call that the reason it failed, as some other comments have pointed out it failed for poor management and very sadly giving too much to the player contributed to that as well
@rickmel-q7m
@rickmel-q7m Ай бұрын
the "giving too much" thing is a massive cope. there are plenty of games that give people access to all of the game's mechanical components and still make a lot of money (dota, lol, tft, valorant, poe, etc)
@migan6341
@migan6341 Ай бұрын
I do agree with most of your takes, but man, saying that you're lacking control over a game of LoR because "the game is overwhelming you with decisions so you think less about each individual one" is not a fair take in respects to the game. It is fair to say that you're being overwhelmed, but not fair to bash the game because of it, which the video was doing, at least from my perspective. Bashing the region identity also just not... correct? You can draw close parallels from multiple LoR regions to a MtG colors: - Noxus is Red (Burn Spells, Aggro decks and Big Finishers (Darius)). - Shadow Isles is Black (Control decks, Ephemeral/Sacrificing your own creatures and massive removal (The Ruination, Atrocity)). - Demacia is White (Midrange, Big creatures and buffs). - Ionia takes the Counterspells and Combo decks from Blue and mixes it with its own thing like Elusives and repositioning creatures (Recall Keyword). - Freiljord takes the Ramp from Green and mixes it with control tools and combat tricks (Frostbite and Unit Buffs). The other regions aren't as clearly defined by MtG color (because there's only 5 MtG colors xd) but still carve out their own niche. Piltover&Zaun (P&Z for short) f.e creates lots of cards (Teemo/Caitlyn/Viktor/Ekko) and mixes Aggro tools, a lot of card draw and a whole bunch of combo potential, and Bandle City is for people that want to play Hearthstone (I'm only half joking). This also applies to champions, which are the centerpiece of multiple cards that are themed after them. Generally, cheap champions are found in aggro and combo decks and expensive ones in control decks, or as finishers in midrange/aggro decks (like Darius or Hecarim). So, once you understand what each region does, it becomes much easier to guess what a deck does based on its color and champion combination. A deck that uses Darius and plays Noxus+P&Z? Expect an aggro deck that tries to kill you by turn 5-6. Freiljord + Shadow Isles? Grab a drink because this will be a loong game. Some 4 mana champion you've never seen with a lot of text on it and it's Ionia+P&Z? You're about to get Exodia'd. With this in mind, we can figure out what to do each game. If you're playing midrange vs aggro, you trade down the board and by turn 7 they won't have any gas left. If you're playing combo vs control, you don't need to win by turn 6, turn 8 will do. Just make sure that their removal doesn't trade too favorably into your combo pieces. With that said, I do agree that Riot has done a pretty bad job keeping the game beginner friendly, which it was when it started. They did the Konami thing of adding new keywords, new mechanics (invoke, focus speed spells, manifest etc.) and new regions, but didn't consider how all this stuff compounds to overwhelm new players. Another thing a lot of players, including myself, were unhappy about is the introduction of manifest (discover from hearthstone), and to a lesser extent bandle city, which introduced too much uncontrolled randomness into the game. Keywords like invoke did have randomness before, but it was very limited, so you could play around it. But while LoR is not beginner friendly and hard to get into, it is not too complicated, those are different things. Every action you take in the game can have a logical reason behind it, if you invest the time to learn and understand what your opponents deck is and how it plays. And if you do invest the time into it, it is the most rewarding and skill-intensive card game I've ever played. It's really too bad that Riot dropped the ball and then got a shovel and started digging. Thanks for coming to my Ted Talk.
@kryz422
@kryz422 Ай бұрын
Yugioh (Konami) does not have any keywords tho
@migan6341
@migan6341 Ай бұрын
@@kryz422 Yes, but Konami added new summoning mechanics to yugioh and kept giving each card more effects, which made the game much more difficult to get into.
@waltercardcollector
@waltercardcollector Ай бұрын
I agree about Legends of Runeterra. I played it for a few months about a year after it came out, and my conclusion was that no matter what choice I made during the game, it always felt like it was the wrong one.
@SerontTcg
@SerontTcg Ай бұрын
are you a veteran card player?, i mean no disrespect but that sounds like you did not understeand the game well enough, and, to be fair, the prioriority system and different speeds of play take time to master. The fact that both players are always able to do something is very unintuitive, because most cardgames operate in a "my turn, your turn" style
@MrLuzakman
@MrLuzakman Ай бұрын
​@@SerontTcg I'm playing TCGs, primarily MtG, for more than ten years at this point and LoR was probably the most tedious of them all. Of course it's my subjective opinion, but the main reason I stopped enjoying LoR was that it simply wasn't fun for me.
@shakeweller
@shakeweller Ай бұрын
Are people actually complaining about LoR being too f2p friendly? Please tell me Im just misreading, because that would be really sad....the f2p system of LoR should be the NORM for CCGs. That's a fact. I dont want to install Master Duel and simply cant play Voiceless Voice because I cant afford it. I dont want to install Hearthstone and not be able to play Highlander Warrior because I cant afford it. It causes FOMO which ultimatly stresses me out which then makes me quit.
@grizz7714
@grizz7714 Ай бұрын
Being too F2P was arguably it's killer tho. Without a more aggressive monetization, the game was never profitable.
@Johngle
@Johngle Ай бұрын
I quit LoR for different reasons. I really liked how the game was designed and how the turn order led to so much back and forth with your opponent. My issue was with the card designs themselves and how they evolved over the lifespan of the game. Every expansion came with faster and faster win-cons, more protection, spell shield on everything, “everywhere” effects you couldn’t prevent, and no good removal. It just wasn’t worth it to try and interact with your opponent anymore, you would just race to complete your win-con first. There was also an absolute ton of missed opportunities with design, especially with the champ specific regions. The idea of being able to break the deckbuilding rules and include cards from lots of different regions was so exciting but ended up being *extremely* narrow. You would only be allowed to include the package of cards printed with that champ, and there was never any reason to play those cards in any other deck. Ultimately it felt like playing with precons. The game could have been so much if they had taken it in a different direction but now it exists solely as a single player experience sadly.
@azraksash
@azraksash 25 күн бұрын
Aggro is already good in Runeterra, even better removal means it would be the only archetype allowed alongside Control. Don't forget that the most enjoyable playstyle is Midrange, not Aggro, Control, Ramp or Combo (and the last one is really bullshit in Runeterra, because the game is interactive, so getting OTKed feels like shit). With even better removal Midrange and Ramp become unplayable. Even now curves of most meta decks are similar to the ones in Magic, despite having resource system with free ramp every turn like in Hearthstone, which is sad, because it means decks are super fast at killing your opponents.
@chrizchanang
@chrizchanang 29 күн бұрын
While I agree that getting key cards you need are random, Spotlight Keys help acquire cards faster as you gradually play and earn credits. Sometimes it’ll just lead to Spotlight variants of a card you own or maybe the new card of the week, but sometimes I’ll save keys and use them on weeks when there are cards I don’t have with in that featured pool. I’ll also save Collector credits which you’ll infrequently earn, but the ability to pin the card I need is handy to save up for it over time. It’s not the most elegant process, but Snap does reward you a bit for playing frequently. Someone else also mentioned it but the constant patches and rebalances help keep overly tuned cards in check, so cards that you might want to get, but don’t have, might be hit with a nerf that it’s not really relevant to have. It kind of removes the pressure of having to chase after specific cards and focus on deck building based on what you already have access to
@TheGlenn8
@TheGlenn8 Ай бұрын
RIP Faeria. That's the one I like the most. But it lost me when the first expansion was released. I didn't like the "wild" cards that just required you to have any colored lands, but most of all, having to unlock cards through a very difficult campaign mode that was designed to be co-oped with another player (but could be played with a bot) was a grave mistake from the devs. It was a massive roadblock to unlocking new cards.
@wsxfxli3256
@wsxfxli3256 Ай бұрын
For LoR, the sense of failure in card interactions is very strong. Sometimes, when a card is played, either I or my opponent can immediately tell that the game is effectively over, leading to a surrender. This prevents either of us from fully executing our combos. That's why, as a 6-year LoR player, I rarely ( almost never) play PvP.
@alderinjan
@alderinjan Ай бұрын
Nah, LoR isn't too complex. After decades of dealing with the complex rulings of certain interactions in YGO and MtG, LoR actually felt like a breath of fresh air. The digital platform eradicates the most annoying parts of "serious" card games. It's complex because of actual decisions not because I need a rules arbiter nearby.
@VisionaryDecks
@VisionaryDecks Ай бұрын
Based. This is exactly how I feel about it.
@sidders1943
@sidders1943 Ай бұрын
I stopped playing LoR just after the bandle city expansion. The new champions became very parasitic in their design and very few new cards interacted with old champions. I like deck building and it's no fun when the decks basically build themselves.
@corrosive7229
@corrosive7229 Ай бұрын
This was also my problem with the game, the new cards never felt exciting to me, like you got the same gift every chrismas, but with a different wrapping.
@victoriaanastaciamoreirago4710
@victoriaanastaciamoreirago4710 Ай бұрын
saaaame! they just killed the reason i like cardgames.
@longvu3540
@longvu3540 Ай бұрын
Other than Slay the Spire, what other games do you like?
@EternalKing-LegendsOfRuneterra
@EternalKing-LegendsOfRuneterra Ай бұрын
The changing game director for LOR is a pretty well known event. PVP patches dried up, expansions stopped happening, and focus shifted to single player monetization.
@ivanariel98
@ivanariel98 Ай бұрын
Its nice to see Chaotic being mentioned. I would like the discord get more players to play it.
@Velomirny
@Velomirny Ай бұрын
I am once again highly recommending Star Wars Unlimited and it’s incredible design.
@UmBomGaroto
@UmBomGaroto Ай бұрын
Your reasons for dropping LOR is what made me like it so much. The problem is that the system is so good it doesnt make any money. I dropped because some things they promised they retconned: everything is canon, instant cards are rare so you can respond to anything etc
@roslolian11
@roslolian11 Ай бұрын
Despite all the drama and complaints Hearthstone still standing lol
@edoardocaccia6226
@edoardocaccia6226 Ай бұрын
As a LoR player who tried magic, I don't think the latter is much easier to pick up, at least if you stick to the simpler decks first. You bringing up how hard it is to understand the game when you don't know the cards is just as applicable there, you're probably more used to it by now.
@plastictrumpet6862
@plastictrumpet6862 Ай бұрын
I remember vibing with LoR until I did the Arena mode for the first time. Had a good run with a Demacian Fiora deck, and then proceeded to play vs 3 Teemo decks in a row and never played the game after.
@mrmangbro6842
@mrmangbro6842 Ай бұрын
As LoR being my first EVER ccg i have to disagree with yhe complexity of it, i had a generally easy time understanding whst i was supposed to be doing im not quite sure why you felt that way about it? I think its well agreed upon that its the sheer lack of ANY advertising and just how easy it was to get decks. Take Mastef duel or hearthstone you need at least a month to get a new deck of actual grinding. In LoR i would play 1-2 games a day and have a whole deck in a week unless i lacked EVERY card in a given deck. The cosmetics while IMO cool at the end, just had no reason to be bought until they released champion skins and really cool boards. Too generous and lack of riot marketing to anyone not launching the LEAGUE OF LEGENDS game who doesn't likely care for ccgs is whet killed it Edit: i remembered this immediately after posting, some people really really hated how much interaction there is in the game. Some of my friends played Mtg or hearth and couldn't stand the pass back snd forth I may disagree but i will say i think the video is good. I may have a different view but i enjoyed listening to yours :)
@paul-juniorblack6151
@paul-juniorblack6151 Ай бұрын
This video confused me. You had updated Sentry and Updated Destroyer but older versions of Thanos and Adam Warlock displayed. Also even though Snap card pool is small they add at least 5 sometimes 6 sometimes 7 cards a month so they size is rapidly growing every season. Acquisition is rough but the more they add the more unique decks you'll be able to run. So its not that bad
@00110000
@00110000 Ай бұрын
Thank you for putting into words why I couldn't 'click' with LoR. I played a lot of Magic before I got into it, which is definitely a complicated game. However, the complication comes in a different way. Magic's rules are, outside of niche situations, pretty straightforward and intuitive. The vast complication comes from the cards, which change those rules. LoR felt like the inverse, where the cards were relatively simple, but the framework of the game was very complex, compared to other card games. So, instead of having a simple background being tweaked card-by-card, it _starts_ with vast decision-making every single game. I think that's why I felt so exhausted planning LoR, despite how 'good' the design was on paper.
@1secretcyborg9807
@1secretcyborg9807 Ай бұрын
Snap: Not enough ways to show your skills Runettera: To many ways to show your skills What is wrong with card players ? 😂😂😂😂
@MrGliscor_
@MrGliscor_ Ай бұрын
I wonder about your thoughts on One Piece TCG And Digimon TCG
@bazil3124
@bazil3124 Ай бұрын
Saying magic is easy to follow is demonstrably untrue, phases in magic get very technical very quickly with the stack
@Marinefordtcg
@Marinefordtcg Ай бұрын
I quit marvel snap, but not for the reasons you mentioned. I mostly played control/combo decks like sera control, thanos control and sera hitmonkey, which had a lot of explosive swing power at the end of the game and could punish bad/greedy snaps by players who just “saw their perfect curve” as you say, without accounting for what I could do. With sera hitmonkey for example, you could easily do Shang chi, mysterio, multiple 0 costs after a beast bounce and hitmonkey for a massive 30+ point swing on the final turn, and plays like Shang chi shadow king were also super swingy to control the more curve based decks. The thing that killed the game for me was just the cost. Having to spend $10 a month for the battle pass and not getting all the cards from the spotlights felt really bad, and I can’t justify more than that on a digital game. Will happily spend more on physical cards I can resell trade etc but any money spent on a digital game is straight into the void. Interesting to hear your opinion though!
@derlilisimbaner6559
@derlilisimbaner6559 Ай бұрын
Same I loved combo decks like this, but also quit cause of the time it requires and the 10$ per month that is absolutely necessary to get any good progression sadly
@IXIBathoryIXI
@IXIBathoryIXI Ай бұрын
Series Drops are such a big boon to the f2p playerbase and they never do it. On top of that, they haven't released a new Series 4 since January. That means every card from Jan to now has been a Series 5 6K collectors token card. I stopped playing for a few months and it sucked coming back to 5-10 new cards I needed that were all 6k tokens. Not only that, Spotlight Caches are so frustrating. You save up for a key, hoping for a new card or a variant and you hit the random card option, giving you a copy of a card you already have. It blows my mind that Caches do not have duplication protection. Being a non-whale in Snap is so frustrating. It sucks because the core game and the deckbuilding is a ton of fun.
@franciscoOrellana29
@franciscoOrellana29 Ай бұрын
I still play snap, but more casually and if I see a card I like there I start saving. With Arishem you can basically play cards you haven't even bought, but snap monetization is terrible
@bwill1268
@bwill1268 Ай бұрын
As someone who came back and was an infinite player multiple times the card grind is slow & terrible. I’m back and omega and it feels terrible loosing to chance or just simply being unable to compete due to not having specific key cards.
@AvgBlue
@AvgBlue Ай бұрын
The main problem is that the Marvel Snap Economic is not foolproof. You need to think about what you want to spend on to be economical and not blow all your keys. It is good that the data mines show that they are working to improve that, with new ways to get cards.
@duishungry
@duishungry Ай бұрын
OMG as soon as I saw your series on different TCG's I wanted you to talk about Chaotic but it's such an obscure that people hardly know about it! I never played the game but was obsessed with the show and really want to see your assessment of how the game actually played. Super relevant now that there is news it may return.
@MrGliscor_
@MrGliscor_ Ай бұрын
I feel like Riot does not like new players
@eliassideris2037
@eliassideris2037 Ай бұрын
I play LoR since release without having any prior card game experience and never had decision fatigue. I believe you should just have invested a little more time into it. I recently tried out Magic and this game is so much more complex to me. You need to do everything you do in LoR, but additionally, cards have so much more text, you have to be thoughtful of tap abilities and when to use them, and also having lands in mind while deckbuilding. Don't even get me started about multicolor decks, especially ones that use 3+ colors. I'm not trying to bash you or anything, I was just really intrigued by the fact you find LoR too complex as a Magic player. Funny thing is that the 2 games that failed you are my 2 main card games. I do agree Marvel Snap is predatory and quite anti-f2p. If you want to obtain all the top tier series 4/5 cards, you'll have to either spend money or invest a tremendous amount of time. Still, I believe it's a very well made game and is perfect if you wanna have some casual fun.
@diogoapm81
@diogoapm81 Ай бұрын
lor is by far my fav ccg its such a shame the pvp died
@SpacedogD
@SpacedogD 26 күн бұрын
I played marvel snap for a while last year and while I agree with you somewhat in some aspects. My main gripe is on how unfun it is for hardcore new players. I easily hit infinite rank while in my first week of playing in pool 1 and subsequently did that in pool 2 after the monthly reset. The game was unplayable as a new player. Infinite matching is now matching me with people that not only have cards that I need to spend money to get, I simply cannot even access any of the pool3 cards that are pretty essential. It was miserable as a new player and i ended up playing conquest. Having some form of proper matchmaking with my pool 2 decks in conquest at least let me have some fun rather than getting stomped by meta decks that I have no way of owning at that time. Though personally, i really ended up liking the conquest mode a lot because of how the snap mechanic is part of the match, but it made each match runs for 30+ minutes at times. I went on and played another month and easily reached legend in pool 3 after buying the meta card off the monthly battlepass (ms marvel) and basically made a pool 2.5 deck. The snap mechanic and got really bored, the snap mechanic is actually a very strong mechanic that has more depth than you put it out. It allows you to climb the ladder by using the snap and retreat system by judging your draw and board state against your opponents. Playing smartly allowed me to gain a positive cube rate as i climb ladder even when using a lousier deck. Some match ups are near impossible, but can be done if I know the enemy is lacking certain key tools and i can push it, or retreat for minor losses and capitalise on match ups that im favored. Snap/retreat ended up giving me some form of agency in cases where I am unfavored. Overall, it was fun, snap mechanic was good, but i had poor new player experience and i got bored of how samey the games ended up.
@mathibell5236
@mathibell5236 Ай бұрын
I think lor should be a case study on how not to manage a card game. Its well known that riot didn't care about it they never push it and had really poorly monetization but it is also true that a big chunk of the community die after the really poorly mismanagement of the card design and the card balance in the game. For example there where a ton of times where they will push a pattern of game play or a card that was clearly broken and the community was always mad about it and complaining only for the developers to ignore us and give the slightest buffs or nerfs to some things. It happened with ezreal that needed a rework because every other meta he was part of a problematic deck, it was when they went crazy with a new keyword like when azir irelia appeared or the yordles, or traps, it happened when their was a bs wincon that was in the game for far to long like the bundle tree and etc. There were so many poor meta after poor meta that the community just gave up and started playing more path of champions instead of pvp because no one really wanted to play a mode where you will only find really frustrating decks. And even if you wanted to build a different kind of deck you never could because riot (I dont know if this is still true) just made pre constructed decks for example deep you could only play with those 2 champions that had the keyword and instead of making more champions with that keyword they created 5 more keyowrds with different functionalities. I will end my rant with something that one of the biggest creators of LOR said (I am paraphrasing) before the game sort of die at the peak of discomfort with the game: " it seems that everything right now in the community its negative but hear them out and chage the game because at least you have people interested in trying to make the game good because when you dont see any of that its when the game truly dies because people stops to care so they proceed to stop to play"
@arkangyal8024
@arkangyal8024 Ай бұрын
I think they were trying to address the balance issues with rotation. As we don't really have a big sample size, it might not seem like a big deal, but I think they were trying their current best at the time to respond to the community.
@letsmakeit110
@letsmakeit110 Ай бұрын
Snap sounds very similar to a digital game called Recesses. You don't have a deck, you just have 8 face down cards. Each turn you reveal a card or choose one that's already face up and put it from the ship (bench) to the active slot. Then both active creatures deal damage to each other, and the winner returns to that player's bench face-up. Rinse and repeat until someone has no more cards left. The bluffing mechanics carry its complexity like what kind of card are they likely to play based on what I've already revealed.
@mayconribeirodossantos5050
@mayconribeirodossantos5050 Ай бұрын
@Soda, have you ever tried Krosmaga? I would like to see a video about your opinion on it. And Lorcana as well
@macatron69
@macatron69 21 күн бұрын
I want to get back into a CCG, but I’m not really sure which one to put my time into these days. I originally got WAY into The Elder Scrolls Legends back in the day, and absolutely loved everything about it. Then it went into maintenance mode, around the thine LOR was about to come out. I tried Hearthstone for a short while, but absolutely hated how hard it was to build a usable deck without dropping a ton of money. Then I tried GWENT and enjoyed it for a time, but it didn’t keep me coming back. Then LOR came out and I was hooked on it for several months and then dropped off a few years ago. Now, I’m just trying to decide whether or not to jump back into LOR or try something else.
@abranlucero7246
@abranlucero7246 Ай бұрын
Legends of runetarra was never designed to make money. It's a loss leader just like the food court at Costco or Sam's club. It always operates on a loss so they are hoping that you get hooked into the characters and world that you want to go and play League of Legends where the real money is at.
@somefishhere
@somefishhere Ай бұрын
Come back to Netrunner!!! Null Signal Games is doing a great revival of it. I’m going to Worlds in SF this year
@amazingkool
@amazingkool 10 күн бұрын
I played a lot of LoR for about a week and then hard uninstalled. I was really enjoying the singleplayer campaigns stuff, and then I ran out of missions I could do and was hardwalled from leveling my character (a requirement to do higher leveled campaigns). I'd have to wait seemingly months to get materials to level or pay for them. That was insulting to me so I immediately left, despite the game itself being quite fun.
@dariomenegazzo8039
@dariomenegazzo8039 Ай бұрын
a thing that actually made me feel bad with legends of runeterra, was the fact that the cards were so cheap and available that even in the depht of bronze I had to deal with always the best of the best of the meta, without a room to breathe for weird brews or janky creation, I had to deal with the best aggro of the set/elder dragons brews since the start and got frustrating easily. it was still satisfying to see people snap concede against seraphine sett (I will forever miss you my beloved)
@hidekkochi
@hidekkochi Ай бұрын
excitedly waiting for your opinions on TCGP pocket
@MichaelNolan-fn2gl
@MichaelNolan-fn2gl Ай бұрын
no shot Im getting recommended this video right as I'm getting back into LoR
@magmablaze69
@magmablaze69 Ай бұрын
What do you think about LoR's Path of Champions mode? I really Like it and have also played similar card games like Inscryption and Hearthstone's Solo Adventure Mode
@FF-qp4xq
@FF-qp4xq Ай бұрын
As a marvel snap player I have objections to your review of the gameplay : You say that snap is mostly a guessing game, which I mostly agree to, but I don't agree that this make the snap mechanic less intresting. The snap mechanic is not only about guessing your opponent hand and compared it to your own, but also thinking how you can adapt to what your oppenent is doing, which necessitate actual card game skill and comes up more often than you imply, which bring me to my secon point: Snap is NOT only a guessing game. Although their number is not as high as in magic or yu gi oh, they are a lot of cards that interact with your opponent, both proactively and reactevily, which means than most decks have a counter card that don't necesserly requires to build around them. Thous cards allow for a lot of flexibility in both deckbuilding and gameplay and (mostly) prevent the meta from being dominated by the deck that puts the most points. Also they are a lot of turn 6 explosion decks that have so many permutation on the last turn to either go wide or tall and that requires more than just guessing what and where the ennemy is playing. The game is not that dependent on draw luck. This is because curving is not that important. Skipping turn 1 doesn't matter, skipping turn 2 is not great but could be overcome, and most decks are playing at least 2 or 3 two drops, which means that it's rarely happening. On top of that, most decks have viable plans B and C if they don't draw their build arround. I agree with you that snap is still a bit to random as I feel like to many games involves arround a 50/50 to guess where your oppenent is playing on the last turn. I also agree that the mid game economy is terrible, and the late game economy, although better, also sucks.
@UkumaOokami
@UkumaOokami Ай бұрын
Have you tried lorcana? It's a lot of fun and has some really fun ideas in it
@bananarocket6446
@bananarocket6446 Ай бұрын
How is LoR too complex for you but not MtG or netrunner?
@theyeetusmaximus170
@theyeetusmaximus170 Ай бұрын
Runeterra failed due to monetization being non-existent for the beginning of the games lifespan. It just became unsustainable for Riot and lost most of its support. Truly unfortunate
@marthd.s.l.
@marthd.s.l. Ай бұрын
Now im curious, what do you think about Shadowverse. I personally love the game but I’m not too sure what other people think about it.
@Chirasma
@Chirasma Ай бұрын
As for marvel snap I'd prefer way more card pools. Imagine something like clash royale. In addition maybe give the players a choice between 2 locations to decide which ones more beneficial to you
@AvgBlue
@AvgBlue Ай бұрын
I think that pool 3 needs to have paths, where you can select what path you want to stay on because of the cards in it, for example one path has Venom and Shadow King while the other path has Sera and Death, so you will need to explore all of the paths to build the best deck of a certain archetype, but you will be able to target the cards you want the most by staying on a path with the card you want.
@garygillam8226
@garygillam8226 Ай бұрын
This is the most out-of-date summary of marvel snap I have seen. It’s a lot easier the gift cards these days.
@marblejar786
@marblejar786 16 сағат бұрын
Snap's economy is so weird, if you wanted to use real money to get cards you can't even do that. You have to spend money on gold, then use that gold to buy credits, then use those credits to buy upgrades and that's only if you have enough boosters, then after a certain amount of upgrades you'll get a mystery box that might contain a card and if it does it's a random card that's probably useless.
@ab2aasd
@ab2aasd Ай бұрын
As someone who's been a league player since 2013, LoR made me realize that I don't really like card games, I just like YuGiOh.
@N3mdraz
@N3mdraz Ай бұрын
As a league of legends player since s2 played only hearthstone and magic the gathering. Untill now I didn't even knew riot had a card game. So might be a promotion error aswell
@rokmare
@rokmare Ай бұрын
From my experience as a new player unless you played since the beginning and amass a huge collection of cards you will be at a disadvantage as a new player, the best solution is rotation which helps new players but it won't sit well with long time vets
@lazyDude77
@lazyDude77 Ай бұрын
I honestly don't remember why I dropped lor but I remember enjoying it. If I had to guess, they didn't have a mobile version which what I was locked in to for work reasons
@absolutetrash7880
@absolutetrash7880 6 күн бұрын
I tried Marvel Snap and played it for a bit, I'm currently "not quit" but haven't played in ages, it just got too repetitive for me where every game just feels the same except lots of RNG that determines games, I tried LoR recently and the new-player experience sucked as I felt like I couldn't obtain 90% of the cards in the game and the cards I needed to make a functional deck was so many it was difficult to get a good deck
@navebucketdude
@navebucketdude Ай бұрын
Fell off snap after grinding every day for like 6+ months and dumping $300+ into it. The inability to pick cards to buy and the random nature of getting cards pushed me away. The gameplay is brilliant (tho locations do make it more of a game of luck than skill.) like the game is impossible to be free to play and keep up and for whales because of the ridiculous release rate of meta staples and it was a luck game on what cards to get. Tbh they need pools for each series cause 6 months of grinding and Hundreds of dollars to basically be always left behind and unable to compete was demoralizing. Much happier not playing that game anymore. Sad part is even tho I have a decent pool to much time has passed and I can never return because of the card pool 😢
@TheAlfredo094
@TheAlfredo094 Ай бұрын
I loved Runeterra, hope it comes back some day.
@cyancookie1937
@cyancookie1937 Ай бұрын
I don't think you say LOR is too complex as a magic player (I think you mentioned you play magic idk I don't watch your videos very often) Most if not all the things you pointed out about LOR can be applied to MTG. Magic's keywords are equally if not more complicated, and LOR being a digital game makes figuring out what every keyword does much easier. Magic's "class" mechanics are also much more complicated than LOR in my opinion. Magic also has a lot of phases during your turn during which you have multiple decisions to make, where you often have no idea what the best move is, where you have to bluff predict your opponent's hand and whatnot. Maybe you have merely overlooked these elements in magic because you are used to it, so while I can agree that LOR is complex I do not think you can say that complexity is the entire reason it "failed you"
@TrimutiusToo
@TrimutiusToo Ай бұрын
I actually also quit Runeterra and Snap... Snap has just become unbearable with amount of grind they required from me... I couldn't stand the FOMO so decided to just miss out on everything but at least I am not missing out on my precious time... As for Runeterra, at certain point yes I did feel like "Just slam down the cards and go" became what I do, because alternating turns ended up in all decks doing pretty much same thing just with different stats and keywords, which felt extremely boring... All those things you said should affect your decisions... well they don't, after I climbed up the ladder a bit, what happened is, decision were obviously same for every deck, because of how counterplay works in runeterra, you either do same thing as every other deck or your winrate will suffer a lot... And then the only thing that differs is which combo you use to actually win the game in the end but it is like 2 turns out of 10 turn game most of the time... so you play 8 turns of same thing every match to then see whose flashy thing will be more flashy on turns 9 and 10, it was very boring
@matiaspereyra9392
@matiaspereyra9392 Ай бұрын
Any game you've quit because of the client being horribly designed?
@EinManU
@EinManU Ай бұрын
I dont think ive ever had to hard-disagree with you on anything, but LoR isnt NEAR as complicated as you make it out. - Lor was an incredibly good card game that sadly is dying because their monetization is failing. I was master in every season up to elder dragons release, and i would still be playing if their focus didnt shift to the pve side. them not having the resources to update the game with pvp content is REALLY showing. I dont think there is a single now-dead online game - not just card game - i'm grieving more than lor. It really was shaping up to be the hearthstone killer so many games tried to be, but them mismanaging the game made it all crash and burn. The game didnt fail due to its gameplay. The gameplay was genuinely THE best tcgs have to offer.
@tahkaimartin8050
@tahkaimartin8050 Ай бұрын
As a PVE LOR player, i actually really enjoy the current state of the game
@Gagneto
@Gagneto Ай бұрын
Hey man, pretty nice videos, now idk if you read comments on videos that have some days on them already so I'll prob comment this on your next video as well but if I may ask you... could you use something else other than a straight white background? I wanna see the card examples and the like but the white background really hurts the eye
@romanbasher3769
@romanbasher3769 Ай бұрын
I played both LoR and yu-gi-oh (when master duel released) and I find it a little funny that you say there is this overwhelming aspect to LoR. Yu-gi-oh is so complicated with every card having a paragraph of text and no basic easily recognizable keywords. It turned me off to the game. LoR at least has a few recognizable keywords and simple spell and minion effects.
@mathinho_ns
@mathinho_ns Ай бұрын
I only play pokemon tcg but your content is just amazing
@rifamulya2185
@rifamulya2185 Ай бұрын
I'm pretty enjoying this two card game, I'm a casual player so I don't really hung up with winning or losing. In my experience For Marvel Snap I'm still occasionally play this I get your point it's really hard to get a new card and the to get currency only by mission system that has limit per week so if you finish 25 mission you can't get more currency that make no incentives to play the game but the very fast pace game ( a game is like 2-3mnt or faster) make this game perfect when I commute For LOR I play this game because LOL but better art and I agree with the pvp aspect but this game has great pve and currently my favorite card game And speaking of no control over the game you should try another Marvel card game "Marvel Duel" You didn't even have agency to make your deck but this is a perfect game if you wanna play card game while working and you focused in working
@BIacklce
@BIacklce Ай бұрын
It's simple. The marketspace for etcg is limited. Mtga only survived because of the quarter-century legacy backing it up.
@scarecrow4297
@scarecrow4297 Ай бұрын
Love the content. Can you make a video on the fun factor of each of the 4 popular card games and which you personally think is the "funnest"
@OlderSnake
@OlderSnake Ай бұрын
By what metric is snap failing? This feels more like your reasons for not liking these specific card games.
@whyme5570
@whyme5570 Ай бұрын
The title says failed ME not failed in general
@shadoboy311
@shadoboy311 Ай бұрын
Also it's not even breaking 1k views on twitch witch is the main way to know something is failing
@Prefuse
@Prefuse Ай бұрын
It says "failed me".
@DensetsuVII
@DensetsuVII Ай бұрын
As someone who didn't play LoR, I wonder if someone can expand on why it had so much choice paralysis in comparison to other games? Like MTG involves lots of math and I'm no expert, but I don't hear people complain about decision fatigue, even in games with 3 opponents. Just really curious what it is about LoR's design that gives players one too many options, if anyone has thoughts.
@grizz7714
@grizz7714 19 күн бұрын
His analysis of LOR on this video was pretty off. LOR has basically the same turn structure as MTG but way more streamlined. If You're a decent MTG player, LOR should be no problem for You. At least in regards to the machanincs.
@tonfok2
@tonfok2 Ай бұрын
As a activity marvel snap player i agree if you, i just like marvel and keeping playing, today i have almost every card without paying a Real ( Brazilians currency) but a play for more then a year. About LoR i disagree in regards the compared with Magic, i started playing magic in 2022 in commander and man magic is so fucking hard and complex to learn, sure the turn order is simpler than lor but the implications with action, card and response have are 100% more complex than LoR. I can explain and help a frien play lor in a couple os plays but Magic has so much of everything that even today I'm still learning new interaction, cards mecanics and fucking news card, i play this shit every week for mor than 2 years and i think i dont now 50% of the cards. Great vídeo, keep doing it
@alexrivera5747
@alexrivera5747 Ай бұрын
A lot of people do think Snap is too expensive but it's not really correct to call the game a failure. It's still going on. As far as LOR, I don't think it's any more complex than Magic or Yugioh and those games are successful. I think it ended because it was too similar to Magic and Hearthstone that it didn't have its own playerbase.
@McFlyIncognito
@McFlyIncognito Ай бұрын
That's what I felt playing it. It's like worse hearthstone. Why i'm not playing hearthstone instead?
@BM0515
@BM0515 Ай бұрын
I really didn‘t expect this opinion on legends of runeterra. IMO its the best cardgame conceptually ever made (spell mana, turns, blocking, permanent dmg, champion cards, …). Its also my favourite card game. What I didn‘t like in LoR were: - the alternative winconditions (a really bad idea, as it makes defensive options useless against certain decks. I dont like this in any cardgame though (for example mill or poison counters in mtg). - And also the power of cards. IMO legends of runeterra has cards that just do too much. I had to take a break when azir irelia was released, as that deck took over the entire ladder and was impossible to play against (and it wasnt the only release like this, powercreep was crazy fast). I wish they didnt have so many cards that instantly win the game if you dont remove them. It feels almost like Mtg powerlevels. With Snap I never got into it, even though I love hearthstone, mtg and legends of runeterra. Snap doesn‘t even look like a cardgame to me, there are no attacks, no phases, nothing interesting. Doesn‘t help that I‘m not a marvel fan, but I didn‘t know the warcraft universe before HS either.
@RadexyTV
@RadexyTV Ай бұрын
I always liked LoR a lot in theory, but never as much in practice. It's a bit like passing the priority in Yugioh whenever one player does something. I like that in paper play but doesn't translate well to online play imo.
@xerospinblading
@xerospinblading Ай бұрын
I play a ton of card games too, with rouge likes being my absolute favorite and I never ever liked LoR for its pvp, since I only tried it because I played league when it came out there was no rougelike for some time and when I finally came back after hearing they shifted 100% of development into the single player mode it was infinitely more enjoyable. The complexity of the interactions is completely true so when you reduce that complexity to a minimal amount by learning the AI and add really fun broken items for cards that is a way more interesting approach to a live service card game. Shame they had to axe an entire team to realize that 🤧 Great vid bud 🎉
@alexanderson4338
@alexanderson4338 14 күн бұрын
To be fair as a rank 1 LoR player, ranked is no longer the focus point of the devs starting this year
@simplyrem779
@simplyrem779 Ай бұрын
High level LOR is extremely complex and you need to be very smart to pull it off. Makes sense you dropped it 😂
@rickmel-q7m
@rickmel-q7m Ай бұрын
the aurelion sol adventure isn't hard if you have the proper unlocks :)
@mawillix2018
@mawillix2018 26 күн бұрын
@@rickmel-q7m good luck getting to master wtih those unlocks, oh wait, pve only. :3
@mrnice681
@mrnice681 3 күн бұрын
Interested to see your thoughts on pokemon tcg pocket.
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