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PostPosted: Sun Feb 16, 2020 12:46 pm 
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Neither a magic clone nor a hearthstone clone but has elements of both. Good combat system and good f2p elements. More details soon


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PostPosted: Sun Feb 16, 2020 2:27 pm 
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i've been enjoying it a good deal

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PostPosted: Mon Feb 17, 2020 2:33 am 
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Attacking is like in Magic - you choose what creatures to attack with, the opponent chooses what blocks what. But there is no multi blocking. But damage doesn't wear off at end of turn, so you can wear a creature down over a few turns.

Both players get priority windows on any turn to cast creatures and sorceries, but the attack token that lets you attack alternates players each turn. Whoever has the attack token has first priority window that turn, so if they attack immediately then the opponent won't be able to get out any new blockers. Or they could use a few windows to cast things, giving the opponent an equal number of windows, and then attack. (All creatures have 'haste' and 'vigilance').

Mana is like in hearthstone (max mana increases by 1 automatically each turn up to 10). Up to three unspent mana each turn can be carried over to the next turn, but carried over mana can only be spent on instants / sorceries / interrupts rather than on creatures.

Champions are just special kinds of creatures which level up into stronger forms when certain conditions are met and you can't have more than 6 champion cards in your deck. (Decks are exactly 40 cards with up to 3 copies of each unique card).

There are 6 colors, and no colorless cards. Decks can have at most 2 colors.

You can complete daily quests by playing against the AI or against other players, which earns you xp that you can put towards any particular color to get more cards of that color, as well as shards and wildcards that can be used to unlock whatever cards you want. You can't voluntarily disenchant cards into shards, but any copies in excess of 3 automatically get disenchanted.


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PostPosted: Mon Feb 17, 2020 8:14 am 
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it also has some pretty art

Image

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I used to view myself as a crow. A large, negative, angry bird who is portrayed as the sign of a bad omen. Feared by others and wanting to dominate, I was my own flock.


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PostPosted: Mon Feb 17, 2020 4:00 pm 
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I don’t have time to free to grind these kinds of games; but this one also won’t let you spend money on it on lots of cards. I’m not sure how they are going to actually make their money.

It reminds me of similar games that I’ve played that have tried to find a compromise between selling cards and being P2W. That doesn’t really make either side of the audience happy. And here it’s artificial enough that it’s nothing but another barrier to entry.

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PostPosted: Mon Feb 17, 2020 4:08 pm 
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They stated their main goal in gating how quickly people could get cards was in keeping the meta fresh for as long as possible. They didn't want individual players to be able to build too many decks too quickly because it would result in the meta getting stale faster and they probably see the meta being unsolved for longer periods after the release of a set to be they key point in increasing engagement with the game, which is probably good from both a gameplay perspective and a monetary one.

I don't think the decision to gate purchases was at all motivated by "not wanting to be p2w".

The pace of f2p card acquisition is a good deal higher compared to most of the other ccgs i've played and being able to target specific factions makes the grind feel a lot better as well. I can't comment on how far your dollar goes compared to other games because I typically don't spend money on these sorts of games.

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I used to view myself as a crow. A large, negative, angry bird who is portrayed as the sign of a bad omen. Feared by others and wanting to dominate, I was my own flock.


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PostPosted: Mon Feb 17, 2020 4:28 pm 
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All the gating does is punish paying players and arbitrarily reward strategies that need fewer legendary cards. It won’t drastically increase the time it takes to solve any meta; because the game isn’t complex enough for that; and it just prevents someone like me from playing whatever I want with older cards that have been out for a while. Because I can’t afford the time to grind and would use money to bypass that.

After visiting the game’s Reddit and forums; I do not believe the grind is reasonable the same way it’s never been reasonable in other ccgs. There is simply too much complaining about the game’s economy and meta for it to be better than something similar.

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“As the light gains purchase, spirits are lifted and purpose is made clear.”


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PostPosted: Mon Feb 17, 2020 5:07 pm 
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Quote:
All the gating does is punish paying players


I'm not sure I'd consider not being able to buy something a punishment.

Quote:
arbitrarily reward strategies that need fewer legendary cards.


This is true, at least when the meta is young. Its another thing that will probably extend how long the meta stays fresh.

Quote:
It won’t drastically increase the time it takes to solve any meta; because the game isn’t complex enough for that


I think that like pretty much any ccg, the game is incredibly complex. There's no easy way to solve a card game like this. Its typically done via semi-informed experimentation by a large group of people over a large period of time while collecting stats and then compiling and analyzing them to see which archetypes perform the best. The system riot has devised for this ccg should slow down that process. Even if they only get an extra week or two of player engagement out of it, that's potentially a pretty big impact on their bottom line.

Quote:
it just prevents someone like me from playing whatever I want with older cards that have been out for a while.


We'll see how they handle this once there are older cards that have been out for a while, but for now this is only a concern for the future and not an issue with the game as it currently is. It does prevent you from playing with whatever cards you want to play with though. The end-goal of that is to increase player engagement and based on what i know about game design i think that limiting how quickly people can unlock new content to prevent them from burning themselves out probably does accomplish that, although disliking that sort of thing is also respectable.

Quote:
I do not believe the grind is reasonable the same way it’s never been reasonable in other ccgs.


Playing for an hour a day, you probably get something like 10,000 dust worth of cards per week of gameplay, in a combination of cards, wildcards, and dust. This will slow down over time as you get closer to completion and start opening more duplicates. I feel like this is probably something like 5-10x times higher than it was for hearthstone (even after considering that dust is worth less in runeterra than in HS) when i last played hearthstone (a long time ago). Unlike in hearthstone, your ability to target cards is also significantly higher in this, with probably around half your value being in cards and the other half being in dust/wildcards. Whether or not you consider that reasonable or unreasonable, I think its a lot better.

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