Having played LoR briefly on release and dabbling with it sparingly while also playing HS a hell of alot more frequently until a few months ago, I can see the same pitfalls that ensnare Hearthstone slowly making their way onto LoR.
I do not think rotation will be better or have all the flaws it will have in other digital CCGs, I think it will be worse. Much worse.
Currently, the reasoning behind rotations is mainly to ensure that they don't have to release overtuned cards every time an expansion unveils just to make sure their newer cards get some measure of playtime.
This has in my experience been provably false. Most of the problematic cards they have recently released are strong in their own right, regardless of existing synergy with older cards. Look at Kai'sa's two focus speed spells on release. Did they interact with older cards in any game breaking manner? No. Most of their power level was constrained within the text alone. Again, look at Illaoi's package. Both Tentacle Smash and Eye of Nagakeboros became auto-includes in literally every single Bilgewater decks. Riptide Sermon also became an auto-include in most Bilgewater decks.
Drawing parallels to Hearthstone, power creep happens alot. Newer cards are generally more likely to blot out the meta. Demon Hunter's Legendary release nerfs however, should tell you all you need to know about Team 5's grasp of the meta. They knew Demon Hunter was likely way too strong.
But at least they had the foresight to pre-launch patches 12 hours after release. For more normal patch cycles, generally changes come in 3 weeks or so after launch. We are generally stuck with sh*t metas for 6 weeks. Hearthstone can rely on 2 patch cycles to fix the meta before LoR finishes a single one. For reference, after the release of the Murder in Castle Nathria expansion on 26th of July, there was a constructed balance patch on the 16th of August. The next patch was on the 9th of September.
I'm not saying their patch schedule is perfect or that it doesnt have its own flaws, but playing the same powercreeped meta for more than a month is just going to make people think that you have no idea how to balance a game. And please dont give me that "it takes 2 weeks to get the patch approved for mobile". Hearthstone has also been a mobile game since season 4 of league and releases at least 1 deck archtype every expansion for all of its 10 classes, of which even with annual rotation, only 3 or 4 see any play. LoR can barely manage introducing 1 or 2 playable champ archtypes.
Another point for rotation is the arguement that they are going to rework older champs like Vlad while he gets rotated or more problematic champs like Irelia while she gets rotated. This doesnt work for two main reasons.
- In their initial reasoning, they gave this banger:
Some champs, like Udyr, have cool gameplay dreams or promote interesting new deckbuilding choices… but in a crowded metagame, those champs don’t have a chance to shine. Rotation provides a new environment for those champions to try new champ pairings, explore combinations of lower-powered cards that improve synergy, and more.
In what world would more quirky archtypes like udyr decks survive against the hyper refined killers most wild decks are? In Hearthstone, the wild meta rarely allows for older "interesting" archetypes to be prevelant. Instead you get the sum total of the best cards ever made for that archetype beating you down while you play your fun deck from 6 years ago. Imagine Azirelia but not nerfed, merely rotated. Not needing to balance around free attacks, the devs inevitably print on attack trigger cards or on summon trigger cards like "If you summon 5 or more units this turn your units have fearsome/+x+x/overwhelm until game end" to go into a poro king deck. Meanwhile, Azirelia continues to take skulls for the sandy throne of Shurima and the core issue of Irelia (no limit or caveat to free attack) remains. Do you think Udyr with his 3 mana slow speed sh*t buff will be able to compete? And in the unlikely event they buff Udyr or nerf Azirelia in wild, why not just make those changes in standard to begin with?
- They have zero meta presence. Vlad has unfortunately not been a card this year. What difference does this make if you rework him in situ or in the poorly congealed petri dish that is Wild?
Another much more significant point not brought up because most people cant see the ramifications of yet is the monetary impact of rotations. Right now with the pricing system of LoR, cosmetics are the main way Riot makes money. The battle pass also contributes, but the two are also linked.
Less people are willing to buy cosmetics if you rotate a champ they like and they cant play it in the format they want/care about.
Why the hell would I spend 10-30 dollars on a skin or skin bundle I like if I might not be able to use it next year?
In Hearthstone skins are tied not to champions but to classes themselves, i.e. Mage class getting Kelthuzad. Skins will never rotate. It would be the equivelant of a region getting a skin. There is security and permanence to my purchase even though there is rotation. With so much of deck identity and gameplay revolving around champs as well as people generally liking certain champs design, rotating is the last thing I would do if I were a dev because it would completely screw the game financially ala PoC and divide the base even further.
Just some thoughts from a Hearthstone player who wanted to see how other card games feel like and got pretty invested in LoR eventually.
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