Hearthstone VS Legends of Runeterra (First impressions)

1. Gameplay

LoR has a really strategic and fresh gameplay imo combining good characteristics from both Hearthstone (For ex you automatically get 1 mana per turn -no land system) and MtG (playing spells in your opponents turn, blockers etc) while at the same time adding new stuff of its own (For ex there s no such thing as a players turn, turns are for both players with each turn having an attacking player and a defending one)

Hearthstone on the other hand has a more goofy gameplay. And thats not a bad thing. I mean when you return from an 8 hour job and you wish to chill you wont go for too much thinking but you ll probably go to play some Hs, get into the tavern and ‘‘relaaaaaax’’.

2. Draft mode (Arena vs Expedition)

In LoR you get to play 2 runs and keep the one with most victories.
Each run is made from 7 games and in order to lose a run you must lose twice in a row

When you draft you pick from buckets that have 2 or 3 cards each (lets say dungeon run style) and between each match you get the option to pick a new bucket as well as trade a card of your deck for something else.
Also for each bucket you chose you increase the chances of your next buckets to have high synergy.
The prizes are also good and you ll always get something better in value from what you give as entry.

Now Hs s arena is nice and sweet but its really too much simplified to the point you feel like RNG plays the first role there while at the same time the prizes are really bad.
So i think the point here goes 100% to LoR

3. Art

Well i cant deny it, Hs wins this round. Hearthstones cartoonish cards were always more of my taste.

Its not like LoRs art is bad but it tries to follow a more serius and heroic way, thats simply is not so much of my taste. Then again this is from LoLs franchise so it only makes sense.

4. Economy

a) In LoR you have one currency: Shards (kinda similar to dust).
You cant buy packs (or any other loot boxes) with shards or real money but instead you buy specific cards you want.
So the whole ‘‘gambling’’ thing is OVER.
b) So how do you gain shards and ‘‘free’’ cards?
When you enter the game you get to pick a region ( regions represent something lets say like colors in MTG or classes in Hearthstone). Each region has a chain of gifts which contain cards of the specific region and in order to unlock them you must gain xp. Xp can be gained by quests and by simply playing the game.
Opening these gifts will give you cards and shards.
An extra ‘‘common’’ and ‘‘rare’’ will automatically get disenchanted while you will never get an extra epic and hero (legendary) card (By extra i mean more than what you can put in a deck).
c) Let me also add theres a limit to the money purchases meaning that ‘‘whales’’ cant be that much in charge.

TLDR: You time pays more than your money

In Hs, well… you know the drill.
a) Hs is a gamber s paradise. The whole pack system in general and the absurd prices the packs always had make Hs s ‘‘money for value’’ a huge RNG parade.
b) And to be fair Hs as a game started really cheap. The every 6 months expansion and the in between adventures made the f2p community happy. Paying players had the advantage to try the new cards first but f2p players would eventually reach them (in collection turns) after 4 months or so. And that was nice.
Nowdays Hearthstone is 100% p2 have fun. With 3 expansions per year and with decks getting more expensive hs cannot be followed by f2p guys, no by any means. Unless of course the f2p sticks to a cheap meta deck.

TLDR: In Hs your credit card pays a lot more than the time spent

And that was my review of Hearthstone VS LoR. In general Hs and LoR both have their plus and minus but whats overwhelming here is LoR s economy and in my personal opinion this is whats gonna draw a lot of players away from Hs.
(Sorry for long post btw. Got no idea how i wrote so much stuff)

18 Likes

LoR’s pricing model blows HS out of the water, seriously. This is the only CCG that truly “f2p”. I hope HS can copy this model.

But besides that, Hearthstone wins in everything else. Especially not supporting Mac and mobile platforms will be the death sentence for LoR, nobody using PC for entertainment nowadays.

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I like this review enough that I think I might give Runeterra a try.

It is pretty demoralizing coming back to Hearthstone after awhile and wanting to play one of the trending decks then realizing that will cost you 10k+ in dust, which takes forever to collect. Then you have to contemplate how much you’d be willing to spend on packs or if you are ok with building up gold for packs super slowly.

The important game changing cards seem to pile on faster and faster while you are left in the dust without the dust.

Oh and arena is indeed not that rewarding. You slowly lose gold through arena runs but it’s “worth” it for the cards you get if you compare it to buying packs with 100g. Definitely feels like they don’t want you to earning packs easily on your own. I think the dust exchange rate is also too lopsided but whatever.

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Thats cause Its still in Beta but as far as i know they re planning on releasing on those platforms as well

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I’m enjoying how games play out in general, but there are some really frustrating things to play against in Runeterra. Like Brom decks, with Challenger dragging in and eliminating whatever cool thing you’re trying to do. Plenty of Face decks all over the place.

I seem to have gone straight for the memes again with a Yasuo deck. Oh well, it’s fun when it works.

it’s still way too early, like 1st week of open beta.

so i expect there will be balance patches incoming (as will all new games, even with HS when it was in beta) frequently, so it’s hard to say if something’s that’s a meme now will be a meme in the future. Well… except teemo decks.

Yasuo as an example, has all the hallmarks of a card that could “potentially” be in a good deck. It’s just to easy to shut down for the “opportunity cost” (i.e. you need to base your whole deck on him and the deck malfunctions without him)

So i wouldn’t worry about the balance that much.

On the other hand, i do enjoy challenger units as a really nice mechanic that’s basically a removal spell on a stick.

What “breaks” challenger is imo some very specific burst spells that should be fast spells instead (looking at you Back to Back).

But i am assuming, that if a buff seems overpowered, nerfing from burst to fast is a reasonable nerf, so again, i’m just waiting for like the next two patches to roll out first.

I think the artwork and fullscreen individual card art in your collection is better than HS. LoR also put a ton of interactive flavor between champions and followers that you don’t see in HS. I feel like the board is more “alive” because of that. The only thing that compares in HS is the occasional greetings between the different heroes at the beginning of the game. What i noticed in runeterra when you play the majority of cards they react to each other and are quite entertaining.

I used to play arena in HS almost exclusively. They nerfed the prizes so much that
even when you had an epic run i barely made more than the entry cost. The final kick in the crotch was instead of getting gold or dust they would give you a useless common gold card that didn’t even have nice artwork (thanks again for nothing) Yeah; sure I could dust it …still felt like a kick in the nads.

             The arena (expedition) in LoR is better imo.  Getting 2 runs for an entry and the way you draft and continue to pick up cards the further you make it is great.
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Is it anything like Magic Arena? I started playing that one also. The main problem with magic is that card mechanics get so darn complicated. I don’t wanna have to read 2 paragraphs of description for every new card I see and try to understand all the new mechanics as I play my own.

Yes. Deny that all day.

The card descriptions are simpler than MTG, though you will still have to do some reading with the keywords and extra related cards, but they show the extra cards you can scroll through

Have a look here:
https://lor.mobalytics.gg/cards

Uhuh, that’s a potential sticking point with MTG:A, you can get overwhelmed with new cards, having to read every 10 secs. For me, over time I learned to skim through the verbose card text and find the words that mattered.

/sigh it’s okay poopoo Did you participate in hearthstones beta? was it on mobile?

Yep you got a strong point on that one.

Hearthstone releases sylvanas hero with a few extra interactions and everyone go ‘‘WOWWWW’’.

LoR has interactions for almost every card and thats actually really worth mentioning.

Still my point in the art was something more personal. For ex compare possessed villager and hapless aristocrat. They re both cards that kinda do the same thing. Still possessed villager looks pretty much funny while hapless aristocrat looks like a guy begging for his life. And this is why i prefer the first art more than the second one. But again thats a part of personal taste.

Still i got to admit that LoR s team has put much more effort in the art/interactions than the Hearthstone team.

100% agreed

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The cards are not as complicated and they have a really cool mechanic where you can mouse over an eye icon and it will show you how the turn will resolve if nothing changes. It allows you to quickly check if you understand all the mechanics and interactions correctly, it’s awesome.

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My first very vague impression based on intuition more so then actually having played runeterra is that runeterra is a serious competitor for hs,i wont check it out myself though as i made the switch to BG more or less completely.
Runeterra will probably take many players from hs who are a bit more serious about their game. Then for hs the very casual players remain. (young people or people who play on phone now and then just to kill some time).
But it has to hit critical mass,specially with the streamers. The game has to become popular enough that you can get many vieuwers streaming it.

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This is basically what I wanted.
A limit on purchases which limits whales which limits Devs from focusing development on them.

Ability to purchase card packs but also specific cards that you absolutely need stops the unnecessary grinding and may actually induce more purchases from smaller spenders. Which is good for design, its more balanced and even then.

I just hope the gameplay is engaging. I could never play something like Gwen.

It is decent in gameplay. The rotating turn system feels good once you get use to it but there are some issues in design here and there. I think it is a good game for right now but it is showing needs of more maturing which will happen over time.

LOR really feels well researched. It seems very much that they looked at what costumers said they wanted from a card game and incorporated those elements from existing games without trying to reinvent the wheel.

The biggest question based on everything that you are all saying, will they make enough money to keep the lights on?

And will Riot actually do anything original with it, or will they continue reverse engineering everybody else’s mechanics as they do expansions?

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i get it; i respect your personal choice and preference. I appreciate your non biased input. I’m glad you brought up possessed villager…that used to be one of my favorite cards… the audio on that is priceless.

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Want to know what game it reminds me of in this way? World of Warcraft. Both games feel like they were built by fans of the genre and that the genre had enough guideposts to try and thread the needle correctly and incorporate a good mix.

I wonder this as well. They’re confident that pets + game boards + emotes + alt art will drive enough in sales. I hop not does just to prove the MtG system isn’t the only system but I wonder.

I expect a lot of reverse engineering for the next couple of expansions tbh

That’s not how I would characterize WoW’s success. WoW was actually quite innovative for the time.

Back in the day, there were lots of other companies besides Bliz being built by fans of the genre. Thing is though, none of them, not even Bliz, was trying to emulate the big MMOs of the time. They were trying to do their own thing.

Dark Age of Camelot for example focused more on large scale PvP, while EVE focused on being so super hardcore that it’s joked as not so much as a game as it is spreadsheets in space.

Bliz’s experiment just happened to be the most successful.

It’s the ones that came AFTER WoW that didn’t try to reinvent the wheel much, trying to emulate WoW, to be the “WoW killer”… and most of them failed.

So in an ironic way, playing it safe and not reinventing the wheel may actually be a bad thing. Fortune favors the bold (so roll that dice and pray to RNGesus)

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