Legends of Runeterra Realm

Legends of Runeterra

1 Characters

Completely Broken Cards

Submitted 3 years, 10 months ago by

Please fill free to discuss the cards you feel are broken or overpowered in any mode of play. I'll start of with unyielding spirit. If you are playing expedition mode where you are limited to the picks you get for your deck, the chances of having a single card that will counter unyielding spirit is slim. Even if you manage to get 1 or 2, there is a high chance that you will not draw them. So, if this happens to you, you are just SoL if you get put up against it because its incredibly overpowered. I cannot believe Riot thought hmm this seems okay...

  • TheChosenBlade's Avatar
    40 1 Posts Joined 06/03/2020
    Posted 3 years, 10 months ago

    Please fill free to discuss the cards you feel are broken or overpowered in any mode of play. I'll start of with unyielding spirit. If you are playing expedition mode where you are limited to the picks you get for your deck, the chances of having a single card that will counter unyielding spirit is slim. Even if you manage to get 1 or 2, there is a high chance that you will not draw them. So, if this happens to you, you are just SoL if you get put up against it because its incredibly overpowered. I cannot believe Riot thought hmm this seems okay...

    1
  • greenhatjynx78's Avatar
    Birthday Pikachu 405 172 Posts Joined 01/26/2020
    Posted 3 years, 10 months ago

    neverglade collector in expeditions feels so unfair, if i dont draw  one answer in 3 or 4 rounds it is over it doesnt help it heals the enemy too, so if i cant deal with it all trades i do make my oponent harder to kill , i hate him so much but in normal play i kill him everytime so i know he is fine. XD 

    2
  • Vincent3383's Avatar
    Lava Coil 135 98 Posts Joined 05/03/2020
    Posted 3 years, 10 months ago

    Just saw a video on this where three top 500 master players discussed LoR and other card games like it in general and they said in order to have a healthy card game like this you have to balance around constructed play not draft. But with that being said US is bs even in constructed and should be down right banned in draft.

    "Love thy neighbor as thyself." - Mark 12:31

    "So I should want to put a bullet in their head? Got it."

    0
  • Hellcopter's Avatar
    270 306 Posts Joined 02/09/2020
    Posted 3 years, 10 months ago

    Given the title of the thread, i believe other reputable members won't even bother to answer as it does seem like a BIAS rant, which usually don't generate any productive discussions.

    But if by chance you are being serious, there are plenty of other cards that are just as powerfull that will win the game by themselves with very little counterplay in expedition: 
    Warmother's Call,
    Commander Ledros,
    The Harrowing and even
    Captain Farron which is considered a joke in constructed, can potentially close games you are already winning.

    Pay attention to that last part: close games you are already winning

    While i agree with you Unyielding Spirit can feel very opressive to play against when we are losing, given it takes away all hope for a comeback (as every other card i've listed), it should amost never win games we are ahead outside some crazy combo with a big Lifesteal unit.

    Also, for your information, at the moment there are no broken cards in the game.
    Riot is doing a great job so far on the balance subject.

    Hearthstone: Me vs Firebat -> https://www.youtube.com/watch?v=09NCE81owjo

    -1
  • Vincent3383's Avatar
    Lava Coil 135 98 Posts Joined 05/03/2020
    Posted 3 years, 10 months ago

    Quote From Author
    While i agree with you Unyielding Spirit can feel very oppressive to play against when we are losing, given it takes away all hope for a comeback (as every other card i've listed), it should almost never win games we are ahead outside some crazy combo with a big Lifesteal unit.

    US is OP and needs to be changed now. Not a month from now. Now! Today!

    When every top 500 master rank streamer is saying its overpowered and broken; it needs a change.

    When 80% of people I play against just forfeit the second I place it on a good follower or champion; it needs a change.

    When you hear about and see new players come to the game and admit they liked the game but quit playing because US is impossible to beat unless you are in one region (Ionia) or play a deeps deck; IT NEEDS TO BE CHANGED!

    "Love thy neighbor as thyself." - Mark 12:31

    "So I should want to put a bullet in their head? Got it."

    0
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 3 years, 10 months ago
    Quote From Vincent3383

     

    Quote From Author
    While i agree with you Unyielding Spirit can feel very oppressive to play against when we are losing, given it takes away all hope for a comeback (as every other card i've listed), it should almost never win games we are ahead outside some crazy combo with a big Lifesteal unit.

     

    US is OP and needs to be changed now. Not a month from now. Now! Today!

    When every top 500 master rank streamer is saying its overpowered and broken; it needs a change.

    When 80% of people I play against just forfeit the second I place it on a good follower or champion; it needs a change.

    When you hear about and see new players come to the game and admit they liked the game but quit playing because US is impossible to beat unless you are in one region (Ionia) or play a deeps deck; IT NEEDS TO BE CHANGED!

    Well at least you don't need to wait 6 months for a simple nerf like in hs on similar times.. (Undertaker)

    It will get changed next patch probably. 

    0
  • SunforgedOne's Avatar
    80 19 Posts Joined 06/04/2020
    Posted 3 years, 10 months ago

    Yes, I agree on Unyielding Spirit. Maybe they can change it to simply give the ally a barrier on cast and every round start.

    I don't know if he is OP, but I really don't like Commander Ledros. Playing the game and trying to win against him most of the time feela absolutely futile.

    2 Mana draw 2 on plunder... I mean it has that plunder restriction, but the card still feels really strong! Same for the black market merchant. 

    But other than those, most cards feel very balanced. 

    0
  • Androxios's Avatar
    40 1 Posts Joined 06/12/2020
    Posted 3 years, 10 months ago

    I honestly don't think I've seen such immediate and laughable power creep in any game, ever.

    I believe that "Scout" is just an awful mechanic. I already have no trouble killing my opponent in 3-5 turns without Scout or Rally. Adding in Rally, I can consistently do it in 3/4. Scout, though? Oh boy, especially with Miss Fortune and her other support cards. There's really no earlygame counterplay to it. Not only is Scout on top of Rally just a bad design, it's unfun for anyone playing against it.

    Being able to take cards from your opponents deck. This is another really bad interaction in the game because it takes anything good(because if your deck is well-made, everything is good) out of your deck, thins your deck, and allows your opponents to use it. Thinning your deck is normally a good thing, but not when your opponent gains control of them.

    Especially with the new "Toss" mechanic. Being able to shred your opponents deck and draw from it, denying them the ability to even play their deck is ridiculous. You'd think that alternative win strategies would be harder to combo or set up, but it isn't because there are just some cards that can instantly put your opponent on a 4 turn clock and you just stall to win.

    The "Deep" mechanic is way too good and too easy to achieve. This one needs little explanation, as I'm sure everyone know why. +3/+3 just for playing your deck for 3-5 turns on mid-to-lategame cards is the most confusing thing I've ever seen. Why make big creatures bigger when they already cost so much with such good affects? Feels like they just wanted to stuff mechanics/keywords into the game

    That's enough of the rant, now for a list of cards that are "broken" and some suggested changes that could help fix them.

    Cards that are too powerful:

    Miss Fortune

    Too strong on offense to be a 3/3 for 3 with her abilities, should be more susceptible to removal. Suggested fix, Miss Fortune Level 1, [3/2], I've seen you attack 5 times, rest is the same. Miss Fortune Level 2, [4/3], Overwhelm, When allies attack, deal 1 to battling enemies and the enemy Nexus. Attack: deal 1 to battling enemies and the enemy Nexus. This change makes her a little more susceptible to early removal as an offensive card and takes away some of her overpowered ability with Scouts and Rally to deal 6+ to everything every turn. Also gives you the ability to deal with scouts without just barely trying to survive them. Makes her less oppressive, but keeps her ability to have her effect proc plenty of times.

    Maokai

    This ability is ridiculous, not much explanation needed, puts you on a 4-turn counter, not including other cards that easily lessen the counter. Suggested fix, Maokai Level 2, Regeneration, Round Start: Toss 4 cards from your opponents deck, Whenever cards are "Tossed," summon a Sapling.

    Unyielding Spirit

    Allows you to thin your opponents board,  making it harder to go wider AND higher. Ridiculous. Suggested change 1: Grant an ally "I can't die." This allows you to still go over with Overwhelm if they slap it on stupid big creatures. Suggested change 2: Grant an ally "I can't take damage." The card may still be destroyed by destroy effects, but immune to damage. Suggested change 3: Grant an ally Indestructible. A new keyword that makes something immune to being outright destroyed. Suggested change 4: Grant an ally "Round Start: I gain a Barrier."

    Cards that are slightly overtuned:

    Shellshocker

    [2/1] with a solid ability that can allow you to avoid trades or just go wider. Suggested change, [1/1], rest is the same.

    Commander Ledros

    Insanely powerful, glad they nerfed him, but he could use a bit more work. Suggested fix, increase cost to 10. This change would make sure they wouldn't be able to do anything else other than play him. His effect is too good at closing out games and if you hold 3 spell mana, there are some 4-cost spells you can abuse in the same turn.

    Cards that should be changed.

    Sheriff Lariette Rose

    Better than every other big creature that debuffs your opponents creatures, walking power creep. Suggested fix, increase mana cost to 7.

    Nautilus

    Really has no reason for Fearsome and becomes a little too big for no real reason. Suggested fix, Nautilus Level 1, [2/8] and the same, minus Fearsome. Nautilus Level 2, [10/10] the same. This at least lets him deal some damage before "Deep", helping mitigate your opponent just go wider than you and drops fearsome because it's unnecessary, especially with Tough. Being able to drop Sea Monsters on the field is already enough power to be able to close out a game.

    Black Market Merchant

    Bad interaction, unfun. When you create a copy of an enemy card, reduce its cost by 1, Plunder: create a copy of a  non-champion card from the enemy deck and add it to your hand.

    Pilfred GoodsBADCARDNAME

    Bad interaction, unfun. Suggested fix, create a copy of a random non-champion card in the enemy deck, Plunder: do it again, rest is the same.

    Sleight of Hand

    Bad interaction, unfun. Suggested fix, create a copy of a random non-champion card in the enemy hand, rest is the same.

    Cards that are too weak.

    Fizz

    Too situational, not good enough to even want to keep alive. Harder to use than he is to play around. Suggested fix, Once per turn, stop all enemy spells and skills targeting me and give me "Elusive" this round.

    Edit: Some clarification.

    0
  • happyshorts's Avatar
    Snow-Covered 185 124 Posts Joined 11/21/2019
    Posted 3 years, 10 months ago

    Maokai feels pretty absurd yeah have played the maokai deep deck myself and basically winning by turn 6/7 because you already finished the maokai win condition is OP.

    Any deck that is more focused on late game will most likely lose in my experience having played the deck myself and versus it.

    0
  • iWatchUSleep's Avatar
    1095 819 Posts Joined 05/28/2019
    Posted 3 years, 10 months ago
    Quote From Androxios

    Show Spoiler
    I honestly don't think I've seen such immediate and laughable power creep in any game, ever.

    I believe that "Scout" is just an awful mechanic. I already have no trouble killing my opponent in 3-5 turns without Scout or Rally. Adding in Rally, I can consistently do it in 3/4. Scout, though? Oh boy, especially with Miss Fortune and her other support cards. There's really no earlygame counterplay to it. Not only is Scout on top of Rally just a bad design, it's unfun for anyone playing against it.

    Being able to take cards from your opponents deck. This is another really bad interaction in the game because it takes anything good(because if your deck is well-made, everything is good) out of your deck, thins your deck, and allows your opponents to use it. Thinning your deck is normally a good thing, but not when your opponent gains control of them.

    Especially with the new "Toss" mechanic. Being able to shred your opponents deck and draw from it, denying them the ability to even play their deck is ridiculous. You'd think that alternative win strategies would be harder to combo or set up, but it isn't because there are just some cards that can instantly put your opponent on a 4 turn clock and you just stall to win.

    The "Deep" mechanic is way too good and too easy to achieve. This one needs little explanation, as I'm sure everyone know why. +3/+3 just for playing your deck for 3-5 turns on mid-to-lategame cards is the most confusing thing I've ever seen. Why make big creatures bigger when they already cost so much with such good affects? Feels like they just wanted to stuff mechanics/keywords into the game

    That's enough of the rant, now for a list of cards that are "broken" and some suggested changes that could help fix them.

    Cards that are too powerful:

    Miss Fortune

    Too strong on offense to be a 3/3 for 3 with her abilities, should be more susceptible to removal. Suggested fix, Miss Fortune Level 1, [3/2], I've seen you attack 5 times, rest is the same. Miss Fortune Level 2, [4/3], Overwhelm, When allies attack, deal 1 to battling enemies and the enemy Nexus. Attack: deal 1 to battling enemies and the enemy Nexus. This change makes her a little more susceptible to early removal as an offensive card and takes away some of her overpowered ability with Scouts and Rally to deal 6+ to everything every turn. Also gives you the ability to deal with scouts without just barely trying to survive them. Makes her less oppressive, but keeps her ability to have her effect proc plenty of times.

    Maokai

    This ability is ridiculous, not much explanation needed, puts you on a 4-turn counter, not including other cards that easily lessen the counter. Suggested fix, Maokai Level 2, Regeneration, Round Start: Toss 4 cards from your opponents deck, Whenever cards are "Tossed," summon a Sapling.

    Unyielding Spirit

    Allows you to thin your opponents board,  making it harder to go wider AND higher. Ridiculous. Suggested change 1: Grant an ally "I can't die." This allows you to still go over with Overwhelm if they slap it on stupid big creatures. Suggested change 2: Grant an ally "I can't take damage." The card may still be destroyed by destroy effects, but immune to damage. Suggested change 3: Grant an ally Indestructible. A new keyword that makes something immune to being outright destroyed. Suggested change 4: Grant an ally "Round Start: I gain a Barrier."

    Cards that are slightly overtuned:

    Shellshocker

    [2/1] with a solid ability that can allow you to avoid trades or just go wider. Suggested change, [1/1], rest is the same.

    Commander Ledros

    Insanely powerful, glad they nerfed him, but he could use a bit more work. Suggested fix, increase cost to 10. This change would make sure they wouldn't be able to do anything else other than play him. His effect is too good at closing out games and if you hold 3 spell mana, there are some 4-cost spells you can abuse in the same turn.

    Cards that should be changed.

    Sheriff Lariette Rose

    Better than every other big creature that debuffs your opponents creatures, walking power creep. Suggested fix, increase mana cost to 7.

    Nautilus

    Really has no reason for Fearsome and becomes a little too big for no real reason. Suggested fix, Nautilus Level 1, [2/8] and the same, minus Fearsome. Nautilus Level 2, [10/10] the same. This at least lets him deal some damage before "Deep", helping mitigate your opponent just go wider than you and drops fearsome because it's unnecessary, especially with Tough. Being able to drop Sea Monsters on the field is already enough power to be able to close out a game.

    Black Market Merchant

    Bad interaction, unfun. When you create a copy of an enemy card, reduce its cost by 1, Plunder: create a copy of a  non-champion card from the enemy deck and add it to your hand.

    Pilfred Goods

    Bad interaction, unfun. Suggested fix, create a copy of a random non-champion card in the enemy deck, Plunder: do it again, rest is the same.

    Sleight of Hand

    Bad interaction, unfun. Suggested fix, create a copy of a random non-champion card in the enemy hand, rest is the same.

    Cards that are too weak.

    Fizz

    Too situational, not good enough to even want to keep alive. Harder to use than he is to play around. Suggested fix, Once per turn, stop all enemy spells and skills targeting me and give me "Elusive" this round.

    Edit: Some clarification. 

    Half of the cards you mentioned as nerf suggestions see 0 competitive play.

    Maokai and deep are tier 2 at best, as are scout-heavy decks. I really wonder how many times you encounter cards like Sleight of Hand, Sheriff Lariette Rose and Shellshocker to come up with these suggestions. Let alone what the top decks use and how they will only get stronger with your suggestions.

    0
  • Leave a Comment

    You must be signed in to leave a comment. Sign in here.

    ODYN
    0 Users Here