For the first time ever I am seriously concerned about hearthstone... This new game looks so Amazon, they combined the best things of all card games without the pay to win thing
For the first time ever I am seriously concerned about hearthstone... This new game looks so Amazon, they combined the best things of all card games without the pay to win thing
HS devs have like 6 months to improve their game KEKW
I hope that LoR does well, and that by doing so it drives hearthstone to be better.
A free market provides better products. If HS sees LoR taking customers, they will up their game. This will cause LoR to up ther game. We, the players, are the winners from this.
I hope that LoR does well, and that by doing so it drives hearthstone to be better.
A free market provides better products. If HS sees LoR taking customers, they will up their game. This will cause LoR to up ther game. We, the players, are the winners from this.
same...... i guess the concurrence between these games will be for providing the better quality for the players
I just read up on the way cards are acquired in Runeterra, and I can say with some confidence that the game is utterly doomed.
By limiting the number of cards you can create with a weekly cap, they are essentially saying the people who have been playing the longest and logging in every day are automatically going to have the biggest collections.
That may seem great at first -- keeps things from being all "pay to win" as the kids like to say these days.
However, think down the road a bit. This model is going to be a huge turn-off for new players. No one is going to want to pick up a new game if there is literally no way to catch up with veterans. People complain about it enough in Hearthstone, saying it's a crime that you have to pay money to be able to compete. Well, in Runeterra, you literally cannot compete at all until you've put in your time!
Maybe I'm mistaken about how all of this works, or maybe I missed a piece of the puzzle. But as I understand the system now, it's terrible and the game will never have whales, meaning it will never make any money.
If publishers would stop all the pretense of "free to play" and just admit that games actually cost money -- that they need to have a cost in order to survive -- we could move to a model where people just pay one set price and get all the cards. We need to set aside this collectible model as a relic of gaming history. It kind of made sense for physical cards, but it will never make sense for digital ones.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
For the first time ever I am seriously concerned about hearthstone... This new game looks so Amazon, they combined the best things of all card games without the pay to win thing
Except the part where you can literally buy cards with actual money
I'm going to go out on a limb, but I think it will be somewhere in between the "death" of HS and Artifact ; )
Nothing against Riot Games but it looks (visually and based on the stats/abilities on the cards) like a complete knock-off of both Hearthstone and Magic: Arena, but using different names for Sorceries, Instants, Haste/Charge, etc.
My thoughts after playing for a couple of days: LoR is easy to pick up, has some interesting mechanics, and has a huge potential market in LoL.
The game is fast, quite aggro, and ideal for quick play (on mobile, which is coming).
The art is some of the best I have seen in DCGs (if you like that style). Each card has a "widescreen" format art, you can see the whole scene when you right click on it.
The split attack/defend phase is interesting. I also like the way champions level up, and some of the champion abilities are novel, such as Yasuo and Katarina. They play very differently. Even with the current small champion pool, there is a lot of deckbuilding variety.
Riot plans to add all the champions eventually (145), which could add incredible depth to the game (if they can balance it).
The progression system is also fun and addictive. The devs have stated that they want it to be F2P friendly. I like the weekly rewards system, which scales depending on how much you play.
TLDR: I would be amazed if it didn't steal some market share from HS, if it delivers on its promises (particularly the F2P economy). LoL is already a huge market, HS is nearly 5 years old, and this is the new hotness.
My thoughts after playing for a couple of days: LoR is easy to pick up, has some interesting mechanics, and has a huge potential market in LoL.
The game is fast, quite aggro, and ideal for quick play (on mobile, which is coming).
The art is some of the best I have seen in DCGs (if you like that style). Each card has a "widescreen" format art, you can see the whole scene when you right click on it.
The split attack/defend phase is interesting. I also like the way champions level up, and some of the champion abilities are novel, such as Yasuo and Katarina. They play very differently. Even with the current small champion pool, there is a lot of deckbuilding variety.
Riot plans to add all the champions eventually (145), which could add incredible depth to the game (if they can balance it).
The progression system is also fun and addictive. The devs have stated that they want it to be F2P friendly. I like the weekly rewards system, which scales depending on how much you play.
TLDR: I would be amazed if it didn't steal some market share from HS, if it delivers on its promises (particularly the F2P economy). LoL is already a huge market, HS is nearly 5 years old, and this is the new hotness.
My thoughts after playing for a couple of days: LoR is easy to pick up, has some interesting mechanics, and has a huge potential market in LoL.
The game is fast, quite aggro, and ideal for quick play (on mobile, which is coming).
The art is some of the best I have seen in DCGs (if you like that style). Each card has a "widescreen" format art, you can see the whole scene when you right click on it.
The split attack/defend phase is interesting. I also like the way champions level up, and some of the champion abilities are novel, such as Yasuo and Katarina. They play very differently. Even with the current small champion pool, there is a lot of deckbuilding variety.
Riot plans to add all the champions eventually (145), which could add incredible depth to the game (if they can balance it).
The progression system is also fun and addictive. The devs have stated that they want it to be F2P friendly. I like the weekly rewards system, which scales depending on how much you play.
TLDR: I would be amazed if it didn't steal some market share from HS, if it delivers on its promises (particularly the F2P economy). LoL is already a huge market, HS is nearly 5 years old, and this is the new hotness.
Except it is literally p2w
How is it "pay to win"? LUL If you think that, I doubt you are even in the beta.
If you mean that you have the choice of grinding cards F2P, or buying cards, like every other digital CG out there, then yes. Dummy.
so, what are you guys think about that?
did LOR will become the death of HS or will become the next Artifact !? KEKW
All I know that it will be better than Artifact KEKW.
even Pokemon Card Game Online is better than Artifact ......... KEKW
For the first time ever I am seriously concerned about hearthstone... This new game looks so Amazon, they combined the best things of all card games without the pay to win thing
https://www.twitch.tv/thejannik196
HS devs have like 6 months to improve their game KEKW
I'm really excited, but at the same time a bit sad there is no LeBlanc card yet, my favorite LOL champion!!! XD XD XD
I hope that LoR does well, and that by doing so it drives hearthstone to be better.
A free market provides better products. If HS sees LoR taking customers, they will up their game. This will cause LoR to up ther game. We, the players, are the winners from this.
If you are talking about Pokemon TCG Online, that game is actually legit. I have played a lot of CCGs or TCGs, I put that game after HS.
The issue is, it is hard to grind for a collection, but you can just buy cards, so it works somehow
same...... i guess the concurrence between these games will be for providing the better quality for the players
I just read up on the way cards are acquired in Runeterra, and I can say with some confidence that the game is utterly doomed.
By limiting the number of cards you can create with a weekly cap, they are essentially saying the people who have been playing the longest and logging in every day are automatically going to have the biggest collections.
That may seem great at first -- keeps things from being all "pay to win" as the kids like to say these days.
However, think down the road a bit. This model is going to be a huge turn-off for new players. No one is going to want to pick up a new game if there is literally no way to catch up with veterans. People complain about it enough in Hearthstone, saying it's a crime that you have to pay money to be able to compete. Well, in Runeterra, you literally cannot compete at all until you've put in your time!
Maybe I'm mistaken about how all of this works, or maybe I missed a piece of the puzzle. But as I understand the system now, it's terrible and the game will never have whales, meaning it will never make any money.
If publishers would stop all the pretense of "free to play" and just admit that games actually cost money -- that they need to have a cost in order to survive -- we could move to a model where people just pay one set price and get all the cards. We need to set aside this collectible model as a relic of gaming history. It kind of made sense for physical cards, but it will never make sense for digital ones.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Except the part where you can literally buy cards with actual money
I'm going to go out on a limb, but I think it will be somewhere in between the "death" of HS and Artifact ; )
Nothing against Riot Games but it looks (visually and based on the stats/abilities on the cards) like a complete knock-off of both Hearthstone and Magic: Arena, but using different names for Sorceries, Instants, Haste/Charge, etc.
Examples...
"Last Breath" = Deathrattle; "Fast" = Instant; "Region" = Class; etc.
Rarities: Common = Common; Rare = Rare; Epic = Epic; "Champion" = Legendary; None = Basic.
I realize that card games will have substantial overlap, but...wow! Some of these cards are just copies of existing cards O_o
https://outof.cards/legends-of-runeterra/cards/
Oh well, hopefully the supposed competition will give Blizz a kick in the arse!!!
"There is no spoon"
it wont be a "hearthstone killer" couse hearthstone is already dead. im expecting it to be alot more
Of course, because HS has been "dead" for years. HAHAHAHA!
"There is no spoon"
Is it just me, or is it super weird that someone would post over 200 times on the forums of a fan site for a dead game?
Or even once, for that matter.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Community: Blizzard supports China, we must uninstall their games
Also community: Riot, 100% owned by China, created new game, we must install it
Me: Confused screeching
My thoughts after playing for a couple of days: LoR is easy to pick up, has some interesting mechanics, and has a huge potential market in LoL.
The game is fast, quite aggro, and ideal for quick play (on mobile, which is coming).
The art is some of the best I have seen in DCGs (if you like that style). Each card has a "widescreen" format art, you can see the whole scene when you right click on it.
The split attack/defend phase is interesting. I also like the way champions level up, and some of the champion abilities are novel, such as Yasuo and Katarina. They play very differently. Even with the current small champion pool, there is a lot of deckbuilding variety.
Riot plans to add all the champions eventually (145), which could add incredible depth to the game (if they can balance it).
The progression system is also fun and addictive. The devs have stated that they want it to be F2P friendly. I like the weekly rewards system, which scales depending on how much you play.
TLDR: I would be amazed if it didn't steal some market share from HS, if it delivers on its promises (particularly the F2P economy). LoL is already a huge market, HS is nearly 5 years old, and this is the new hotness.
Except it is literally p2w
Forgot to mention: the game also has a wildcard system, like MTGA. You can get WCs by playing. But you can also buy a limited number of WCs per week.
So if you want a specific champion (the equivalent of a Legendary in HS), you can spend a buy it directly for about $5.
How is it "pay to win"? LUL If you think that, I doubt you are even in the beta.
If you mean that you have the choice of grinding cards F2P, or buying cards, like every other digital CG out there, then yes. Dummy.