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Kinxil

Joined 01/15/2020 Achieve Points 105 Posts 29

Kinxil's Comments

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago
    Quote From Bystekhilcar

    Aye, your 'feeling' of the game is valid.

    Personally I find it feels very different to HS or MTG. I have never really liked MTG because of the way attacking/blocking works; HS, meanwhile, has a distinct feeling due to having separated turns (secrets notwithstanding). LoR feels different to the former due to the lack of a Lands mechanic, the less defender-favoured blocking system, and (another bugbear) lack of regenerating health. It feels different to the latter because the turns are back-and-forth rather than separated, giving a different game flow.

    And obviously, all three are very, VERY different to YGO.

    Didn't mentionned it in my review but yea, even if I got trapped for a couple years I did disliked MTG both because the regeneration system is retarted (unit not killed regen all ? Bloody stupid.), and more importantly, because I litterally LOATHE the land system.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Yeah the weekly vault seems fairly easy to level. I played a couple days now and it's already 9/13.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    I'm kinda new but from a fair bunch of games (~40 against IA and ~20 against players including a expedition run).

    Pros :

    - The game is overall good looking. It may sound granted when you're used to HS/SV but this game still beat a lot of CCG. The animations of champions levelling up are often cool from what I saw so far (Fiora one especially), the hidden interactions are very cool (Lonely poro changing when another is played, champion lines according to opponent champion, and serious a spider dieing is always SAD if you know what i mean).

    - The turn system is marvelous when you're used to the boring my turn your turn of HS. It's not as complicated as MTG, but still make interactions much more interesting, I trully enjoy playing control in this game while I never did in HS (and just don't try in SV most of the time). You actually feel like fighting your opponent with tooth and nails instead of waiting your turn and wondering if you can recover than aggro tempo.

    - Few RNG overall. Depending of the player that may be annoying but for me it's a good thing. RNG is good for youtube hightlights, but let's be honest, it just sometimes ruins the fun regardless of how hard you fought. However warning here, they better hone their balance game because if the card base is as imbalanced as HS or worse, SV one, this will feel terrible if you prefer to avoid playing the top meta decks.

    - Expedition system is interesting, the deals makes it more interactive and give you more choices if you're unhappy with some cards. I haven't tried the 2 try mechanic since I did a 6-1 first try and decided I was happy enough with the results.

    - Nice variety of effects and playstyle for a game with no extension yet. So far most common CCG genres seems buildable (aggro, midrange, control, combo, spell heavy decks, zoo. I'm not sure yet OTK is possible even if there is a 20/20).

    - Gems. Trully genius idea to smooth slower decks experience, making them less prone to brick.

     

    Neutral:

    - No summoning sickness and no targetting (without challenger). It creates explosive back and forth, which make all units offensive/defensive at the same time by default, making board domination overly important. I'm not sure yet what to think about it.

     

    Cons :

    - Low cost units are weirdly balanced. A 3/2 can't block T1 playing first can immediately set you behind  if you don't have a 2/X ready T1 while playing second (should it be the case, it's virtually a T1 decimate which remains on board). On a general manner the body of some units sometimes feel irrelevant to their cost (what the heck with post nerf Anivia).

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Thanks for the tips, I do have a couple questions.

     

    Shouldn't we level regions to 7 instead ? The champ reward seems to be at this level (I did get Yasuo but it was on an epic loot so dunno).

     

    Also, is there a way to disenchant cards or it's not permitted ? I usually focus on a narrow set of classes (here regions) but I'll be unable to do such a thing if I can't scrap the cards I'll not play :<. This can come awkward if your favorite tailored deck is nerfed (wanted to try Karma Braum first but the nerfs...).

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Haven't played the game yet but from what I saw (at least for champions) regions seems to have some consistency on a couple of given theme. Might be wrong I count a bit on my CCG experience from previous games.

     

    Noxus for example seems dedicated to aggression and/or fast decks. Piltover & Zaun looks rather comboish/spell based and winning through constant nexus damage from spells and champions effect. Freljord looks definitely control oriented so for slower decks. Demacia looks heavily based on board presence regardless of your strategy (even Fiona which looks very controlish is based on trading enemies), with the exception of Lux which looks rather spell focused. Shadow Isles seems based on board generation on a general manner and oppressive plays (through fearsome).

     

    I have an harder time classing Ionia, they look more diverse, the jack of all trade kind. Zed is pure aggro, Shen looks midrange/control, Karma is ramp/control and Yasuo is... no clue, midrange/combo maybe ?

     

    I used those impression to decide my starting factions (Ionia/Freljord), maybe you could just consider the champions and decide which kind you like?

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Thanks :D

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Thanks for the tips. Purrsuit of Perfection caught my interest, I love the idea and highlander like decks, I'll prolly try it when enough expansion hit and that an highlander deck has a least a bit of consistency.

    In reply to Noob incoming !
  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Thanks for the informations 

    In reply to Noob incoming !
  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 3 months ago

    Hello folks. I'm much interested in this game but didn't join closed beta, so I'll start with Open. Got a couple of questions :

    - Is Karma any good ? From what I saw she's the closest from my favorite playstyles (random value generation such as HS burgle rogue, ramp decks such as most shadowverse Dragoncraft decks, midrange/control decks). I don't expect top tier stuff, I just wanna know if I can mess with her without expecting abysmal results.

    - Same question for Jinx (Self Discard mechanic, mostly. And madness. Because eh. Madness.).

    - How is the ingame currency earned ? I hate both HS and Shadowverse systems because they tend to focus on winning, which can really quickly get infuriating when you're playing a slow deck (also often harder to play than the faster counterparts).

    - Can you expect to build a full deck within reasonable playtime ? I usually play 2 class at most in a CCG (since LoR is "dual classes" with regions I expect to play from 3 to 4 of them). I'd prolly be satisfied with 2 serious deck and 3-4 meme decks.

    Thanks in advance !

    In reply to Noob incoming !
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