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Legends of Runeterra

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A slight problem I see with Runeterra's reward system.

Submitted 4 years ago by

It heavily favors aggro decks. I have a really good frostbite control deck that is fun to play and has a ridiculously high win rate. I have even pushed decks like Ezreal and Karma, Deep Monsters, and Yasuo Control to just running out of cards and losing to milling out. The decks not even made for that. Its just made to stall while throwing in chip damage here and their till you get the two finishers.

The problem comes in where I also have an aggro deck that is a net deck (Burn Aggro). It wins way less but gets more rewards. Like say I win 5 games in a row with the control deck and the aggro deck wins 3 out of 5. Well the control got more rewards right? Not when you factor in time. If the aggro deck can play 5 matches from beginning to end in the time that the control deck can maybe play 2 at most. Then the aggro wins out. So the aggro deck will get more rewards over time. Even through it wins less games.

So basically if you want to either climb the ranks or unlock rewards fast you will have to play an aggro deck.

I think the winner of a game that has gone on for a very long time in the form of rounds to complete the match should get more rewards than someone who just steamrolled the other guy in 4 or 5 rounds. Like for every round played you get more exp and rank progress for a win. Then balance it so if some aggro build wins 5 matches by the time the control build can win 2 they both will still earned around the same reward. It's just a question of if you want your rewards given in small but quick doses or large chunks that you really have to work for.

  • Vincent3383's Avatar
    Lava Coil 135 98 Posts Joined 05/03/2020
    Posted 4 years ago

    It heavily favors aggro decks. I have a really good frostbite control deck that is fun to play and has a ridiculously high win rate. I have even pushed decks like Ezreal and Karma, Deep Monsters, and Yasuo Control to just running out of cards and losing to milling out. The decks not even made for that. Its just made to stall while throwing in chip damage here and their till you get the two finishers.

    The problem comes in where I also have an aggro deck that is a net deck (Burn Aggro). It wins way less but gets more rewards. Like say I win 5 games in a row with the control deck and the aggro deck wins 3 out of 5. Well the control got more rewards right? Not when you factor in time. If the aggro deck can play 5 matches from beginning to end in the time that the control deck can maybe play 2 at most. Then the aggro wins out. So the aggro deck will get more rewards over time. Even through it wins less games.

    So basically if you want to either climb the ranks or unlock rewards fast you will have to play an aggro deck.

    I think the winner of a game that has gone on for a very long time in the form of rounds to complete the match should get more rewards than someone who just steamrolled the other guy in 4 or 5 rounds. Like for every round played you get more exp and rank progress for a win. Then balance it so if some aggro build wins 5 matches by the time the control build can win 2 they both will still earned around the same reward. It's just a question of if you want your rewards given in small but quick doses or large chunks that you really have to work for.

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  • Marega's Avatar
    620 872 Posts Joined 05/28/2019
    Posted 4 years ago

    but that "issue" has always been there for card games. ppl that wanted to rank fast or get the 100g per day on HS have the same problem. aggro might win less but clocks in more wins per hour which translates in more gold earned and a faster climb. its not a Runeterra problem and its not a "problem" either. its just the nature of card games

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  • OldManSanns's Avatar
    Azir 1040 924 Posts Joined 08/05/2019
    Posted 4 years ago
    Quote From Vincent3383

    So basically if you want to either climb the ranks or unlock rewards fast you will have to play an aggro deck.

    Fair point, but I would argue that this interaction is representative of every digital card game.  In Hearthstone for example, people will often speak about having 2 decks to climb ladder: a win-fast/lose-fast aggro deck to climb all the lower rungs and then a higher-winrate-but-slow control deck for the upper rungs.

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  • meisterz39's Avatar
    925 1200 Posts Joined 06/03/2019
    Posted 4 years ago

    I tend to prefer slower decks in CCGs, and I've been playing a fair amount of Runeterra since beta. Honestly, I don't think the gap is all that meaningful. I've been able to use the region rewards to focus in on regions that support the styles of play I enjoy, and those rewards combined with the weekly vault provide enough shards and wild cards to support building toward those types of decks. Even playing slow decks, I've found it's consistently easy to get to a vault between Level 5 and 10 in any given week by just getting completing my daily quests and getting a couple of wins.

    I haven't completed every region, and I'm probably "missing out" on some rewards the way you're thinking about it, but it doesn't much matter if I miss out on some pile of aggro tools, since I've got what I want to play already.

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2778 Posts Joined 10/20/2018
    Posted 4 years ago

    As others have said, this has always been the case, not only in Runeterra. There isnt really an easy "fix" for this, for example you cant base it on the game length, then you would promote roping, which no one wants.

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