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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.

  1. 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?

  1. 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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over 1 year ago - /u/Dan_Felder - Direct link

Thanks for the detailed thoughts. I think there's some confusion about the specific design challenges we're talking about, because it's hard to know all the cards we don't make unless you're the ones not making them.

I understand you've been a player in both Hearthstone and LoR. Glad to have you! I've been a designer on both Hearthstone and LoR too, so this is a great chance to talk about the differences of each. I don't mean to write this as a 'takedown' or a rejection of your feedback, we all want the best for the game and I genuinely appreciate you taking the time to share your thoughts on how to get there.

We likely won't know for sure until we have tried rotation for a little while if it's ultimately a good approach to building the game. I could definitely be wrong. I just want to provide some clarifications about the current reasoning.

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.

I think this is a misunderstanding, because the first paragraph talks about having to release extremely powerful new cards to compete with old ones, and the second paragraph talks about us doing exactly that.

To ensure that new cards are powerful enough to compete with the strongest existing cards and synergies we often need to release extremely powerful stand-alone cards.

The problems that come from broken synergies with old cards are different - and usually get caught before you see them. We end up making cards less synergistic and more linear, harder to play outside their archetypes, to avoid the breaks. This represents a large portion of dev time and results in a lot of cool designs being cut before you get to see them.

A good example of this is Malygos from Hearthstone. I lost track of how many cool designs got cut because they'd be broken with Malygos. I think I lost 4 alone to Malygos decks breaking them in testing. Because Malygos was part of the Classic set then, there was no way to wait for it to rotate out - so ultimately it had to be banished to the Hall of Fame.

Wild has a higher power level than standard, so malygos decks that might be too strong for standard would be reasonable in wild. This increased the design space for new cards. Now we could print cards that worked well with malygos as long as they weren't too powerful for *wild*. Before we could only print them if they weren't too powerful for *standard*.

WARNING: Dan is about to geek out about multiformat balance theory! Feel free to skip.

Making up numbers, imagine if standard decks have a power level of 5 and wild had a power level of 9. If Malygos is standard-legal, the combos need to result in decks that are ~5 as well.

If a card was good with lots of stuff but much better with malygos (say a +3 power boost in malygos decks), there was no way to make the card fair with both. If it was a healthy 5 when used without Malygos, it would be an 8 when used with Malygos.

If Malygos is standard-legal, then we couldn't print these cards at a satisfying power level. We might have a dream of dropping big cool dragons and attacking with them slowly, but the best way to play it would be to cheat Malygos out and OTK your opponent with spell damage.

A balance designer might say to me, "If we ship this card, we're going to have to balance it assuming they play it with Malygos. For the Malygos version to be a healthy 5/10, that means your fun big dragons decks would be like... A 2/10. Are you okay with the cool new decks you were working on being basically unplayable?"

If Malygos is rotated to wild via hall of fame though, it's totally fine to print these cards. We could balance their decks at 5s for the fun uses while the malygos deck being an 8 was perfectly reasonable for wild.

So on Hearthstone we ran into some of the same problems and eventually had to do similar solutions for their non-rotating sets. When I learned that LoR was planning a similar approach to rotation, it made sense to me because of that experience.

TLDR: Hearthstone also ran into the same problem with cards in never-rotating sets and had to use the same solution. This expanded the potential design space. If standard is a 5/10 power level format and eternal is a 9/10 power level format, it becomes possible to print cards that are good with some decks (5/10) but MUCH better with some eternal-only decks (9/10).

Note: Some players assume that we'd be happy to print synergies that totally break eternal, more like a 13/10 than a 9/10. I know I don't. Two formats allows us to expand the space by rotating outlier synergies rather than meganerfing them or power-leaping past them.

I gotta run (dog needs a walk) but I hope that the added context is somewhat interesting. I could be wrong and I could be missing big things, but I know one thing: if rotation starts causing more problems than it solves I'll push hard to revert it or change it so solve those problems. We're all here because we want to make a great game that we also want to play ourselves. I joined this team because I wanted an excuse to keep playing LoR and thinking about it all the time. I don't plan to stop anytime soon.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by anialater45

I don't mean to write this as a 'takedown' or a rejection of your feedback, we all want the best for the game and I genuinely appreciate you taking the time to share your thoughts on how to get there.

Unfortunately you don't need to really worry about that since the article that just came out really did the job rejecting all our feedback for you :(

Two formats allows us to expand the space by rotating outlier synergies rather than meganerfing them or power-leaping past them.

But doesn't that just rotate them into Eternals and then the problem is there now? It's already a slow balance cycle, and Eternals is getting even LESS balance so it's just kicking the issues at the people over there.

if rotation starts causing more problems than it solves I'll push hard to revert it or change it so solve those problems.

How long would we have to wait for any sort of fix/revert? I know the team wants it to succeed, but are we looking more at a Dynamic Queue or a Chemdrake?

Unfortunately you don't need to really worry about that since the article that just came out really did the job rejecting all our feedback for you :(

I get that it probably feels like that, and I admit that seeing comments like this is pretty discouraging. It makes me feel like all the time we spent pouring over feedback and talking with fans is wasted, if people assume that we aren't doing it anyway.

We genuinely believe this approach is going to help make the game better for everyone overall. We might be wrong, but if we thought it was a better approach to just not do rotation it'd be the easiest decision in the world. It's much scarier to risk angering your most dedicated players in the short term. The only reason we're doing this is because we genuinely think it's going to help us make a better game for everyone.

But doesn't that just rotate them into Eternals and then the problem is there now? It's already a slow balance cycle, and Eternals is getting even LESS balance so it's just kicking the issues at the people over there.

This is a really common assumption, and it's why I used the malygos example. The problem with a lot of synergies is not that the synergy is too powerful *for the game overall* but rather that it crowds out other ways to use the cards.

Often designers like to create cool new synergies that work well with fun but overlooked cards. Maybe on Hearthstone I was working on a "summon big dragons" deck that would reduce the cost of the next big dragon you played. There were lots of cool dragons like Ysera and Onyxia that players loved playing with but weren't very good anymore. Creating new cards to support them would be awesome.

A "Summon big, goofy dragons" deck designed like that might be a 5/10 in power level. However, if you took the same cards designed to summon big, goofy dragons and used them to summon Malygos instead, that deck was MUCH stronger. It was more like an 8/10. Balance testers would tell me something like, "If you want to ship this card, just know we're going to have to balance it assuming players are using it with malygos - and that's going to make your Ysera/Onyxia deck like a 2/10 insted. Would you still want to do it?"

By rotating Malygos to the hall of fame (wild only), that solved the problem. Because standard's power target was like 5/10, and wild's was like 9/10, the malygos deck that would be too good for standard was just fine in wild. It was okay to have the theoretical dragon-summoning card tuned to be a 5/10 deck with big goofy dragons, because it was no longer competing in standard against Malygos. The standard deck could shine in standard, and the more powerful malygos version might be a tier 2 deck in wild.

MTG is another good example. There is a lot of room between the strongest stuff in an eternal format like Legacy and the strongest stuff in Standard. Cards that may be broken in standard often have no problems at all in older formats. This is why Counterspell is considered too strong for standard but perfectly fine for Vintage.

Meanwhile I bet every tier 2 or tier 3 deck in vintage would destroy the best decks of standard. That's why MTG has so many formats over these years, to give people difference chances to shine.

The competitive Poke'mon community adopted a similar approach. To ensure people could play with lots of different poke'mon, they created multiple eternal formats. More powerful poke'mon are banned from the lower tiers, to make room for weaker fan favorites. You can almost never play Pikachu in an Ubers format, there are just too many powerful legendary pokemon. It's hard to choose Pikachu when you could choose Raichu or Raikou. However, Pikachu is a good choice in the NFE (not fully evolved) format. That format only allows pokemon that can still evolve, which means Raichu and Raikou can't participate.

How long would we have to wait for any sort of fix/revert? I know the team wants it to succeed, but are we looking more at a Dynamic Queue or a Chemdrake?

It'll likely depend on the severity of the given issue. Whenever we have any problem with the game, whether a bug or a balance issue or a quality of life element (like wild fragment cap increasing to 50), we triage it against other issues. We always try to focus on the tasks that'll make the biggest impact for players as quickly as possible. Sometimes this results in obvious good changes that make a minor impact being delayed for a while (we first planned to increase the wild shard cap to 50 a month or so before we found time to do it, because other stuff took priority).

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by anialater45

I could be wrong and I could be missing big things

Why does Eternals not get ranked year-round? That on top of rotating champions is a huge deal for a lot of people?

I'm very torn on that myself. There are big advantages and disadvantages to both approaches. We've talked about them back and forth internally for a lot of meetings, and I've often flipped opinions on this. I don't think I could begin to lay out all the thinking on this one question outside of a whole dev blog.

The simplest answer is that we want to build the best competitive metagame in the world. We think that focusing on standard as the premiere competitive format most of the time will let us do that.

This answer isn't sufficient on its own, and there are a LOT more factors involved in the discussion. It's possible we may eventually move to both having ranked ladders in the future based on how players end up engaging with both modes, but I think it makes sense to start by focusing on standard and see how things go. Some formats are more fun when people don't feel pressured to try-hard them (Commander in MTG is one example).

It's also worth noting that ranked ladders don't have to be the only place to play eternal competitively. Gauntlets and Tournaments may open up new options too. We just tried out a foundations gauntlet after all, we're interested in using gauntlets to introduce variety formats to the standard ranked ladder.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by anialater45

I get that it probably feels like that, and I admit that seeing comments like this is pretty discouraging. It makes me feel like all the time we spent pouring over feedback and talking with fans is wasted, if people assume that we aren't doing it anyway.

Sorry that it's discouraging, but don't you think it's also really discouraging for us? We submit all this feedback on what we think will or won't work with it and we get a reply article that just says "We listened, but think we're right anyway. The issues you brought up aren't enough of a concern." I get you think it's a decision that will be good for the game, but you have to acknowledge how that looks to everyone against it right? I appreciate that you all care and cared enough to ask, but responding with what you did is a major let down to all of us who feel this is a negative change, for the various reasons.

I'm seriously asking, if you poured over everything, what did you take from the feedback? Was anything that was being considered changed because of it? Does the community that responded actually want rotations? That would be helpful to know because at least it means our replies meant something.

I don't want riot to stop this communication because of responses like mine, that's not my intent, I just want the feedback and communication to be more often, and go into more detail. That article is so tiny, I wish we got a more in depth look at survey results and upcoming plans.

This is a really common assumption, and it's why I used the malygos example.

But again, that just seems to kick the issue to eternal format? Like you said, it's balanced in standard now because malygos is gone, but he's still there in wild with all the cards that make this synergy op. Am I interpreting that wrong? Please correct me because it looks like you said it being a 9/10 on wild is fine. That doesn't give me confidence in the balance plan for eternals, which again is already slower than the current too-slow balance schedule

I want to understand what I'm missing here, but it seems still bad for eternal format, which is all I as a player will play.

It'll likely depend on the severity of the given issue.

Let's say in this case, eternal format isn't balanced enough/regularly? How long would we have to suffer till you get to look at it again? Or does that depend on playmate? If not a lot of people play it we're just doomed then?

Sorry that it's discouraging, but don't you think it's also really discouraging for us?

Absolutely. I was a game player long before I was also a game designer. I remember how frustrating it is to feel like obvious mistakes are being made when you love the game and want it to succeed, and that your feedback is being ignored even when it's asked for. It's deeply weird to be on the other end of it, and it never really gets less weird.

The issue with rotation is that it's a solution to tactical design problems that the community often never sees. You can't see all the cards we cut over the months because of problems like the ones I'm referring to. You have to be in the room to know about them.

It's also hard because many players want very different things. Some players would rather have a larger format where massive buffs and nerfs happen all the time to all the cards. It keeps things fresh and continually interesting.

Other players come back to see 20 cards have changed and get discouraged, confused, frustrated that their decks need to be updated and the guides they're reading online are based on older versions of cards that no longer exist.

The former group would be happy to see devs mega-buff and mega-nerf things as needed within a single format to give new archetypes a chance to shine.

The latter group often wants a sense of stability. Seeing their decks become unrecognizable or completely unplayable to make room for a new champion feels incredibly frustrating.

This is just one example of many of two different players being concerned about rotation (neither wants a new standard mode introduced that not all champions can play in) but their proposed solutions are the opposite.

The variety-focused player wants constant buffs and nerfs to everything to accomplish the variety goals that variety players care about, which rotation helps with. The stability-focused player would probably hate the results of this.

I've largely been a spectator when it comes to the exact design of Rotation, as it was in motion long before I became a lead. However, when I investigated it and other proposed solutions with the team - the overwhelming consensus has been that it's the best solution for a tough problem.

It affects a lot of things players don't see, so it's very hard for player feedback to factor in the stuff that they can't know about. We've also gamed out various alternative solutions people have proposed and felt the costs would outweigh the benefits.

We can be absolutely wrong though, and we'll be paying very close attention to how rotation exists in practice. It can be easy to imagine the worst case scenario until you see it in action. Of course, for devs it's easy to imagine the best case scenario instead. I try to season my natural optimism with a healthy dose of paranoia. :)

But again, that just seems to kick the issue to eternal format? Like you said, it's balanced in standard now because malygos is gone, but he's still there in wild with all the cards that make this synergy op. Am I interpreting that wrong? Please correct me because it looks like you said it being a 9/10 on wild is fine.

Yes, this is the key distinction. The goal is not to have both formats be of the exact same power level. The goal is not to make all standard-legal decks equally powerful to all eternal-legal decks. If it was, this would just be kicking the can down the road. But that's not the goal.

The goal is to establish two formats, one of which can be aimed at a higher power level. It's like different "weight classes" in boxing, or different leagues in football or different power tiers in pokemon's community formats. The worst heavyweight fighter might be able to beat a lot of fighters from lower weight classes. The worst premier league team can probably destroy the best national league teams. A tier 3 team in the Ubers format will destroy the best PU team (PU is a format that stands for pokemon so weak it's almost disgusting).

Bringing it back to cardgames, Legacy vs Pioneer is a good example. Pioneer only allows MTG cards from the last 10 years (starting with Return to Ravnica). Legacy allows nearly all cards from the last 30 years (banning only the very strongest). Vintage allows some of the cards too strong for even Legacy.

Legacy has a higher power level than Pioneer, and Vintage has a higher power level than legacy. If we say Pioneer is a 5/10 in power level, Legacy is 9/10 and Vintage is 10/10.

This means that if a card released today lets you build an 8/10 deck when you combo it with a card that is ONLY legal in legacy and vintage... Nothing goes wrong. The combo can't be used in Pioneer. It can be used in Legacy and Vintage but those formats already have even more powerful options. The problem isn't shifted to Legacy, it's eliminated. Pioneer decks can't compete with the combo, but they don't have to. Legacy decks have to compete with it, and they absolutely can.

In this case, neither format has a problem. Pioneer is fine, Legacy is fine. The problem is gone.

If the combo led to the creation of an 11/10 deck, we'd expect to see bannings or nerfs in legacy and vintage. But that's a MUCH higher bar to clear and happens very rarely. This dramatically expands the game's design space, because different formats can have different power levels.

Consider the card Underworld Breach in MTG. The card is banned from both Pioneer and Legacy. However. you can play four copies of it in Vintage right now. Underworld Breach produces 10/10 decks and so is not acceptable in anything but the Vintage format. Just because Legacy has a higher power ceiling than Pioneer doesn't mean it's an infinite power ceiling.

In this case banning Underworld Breach in JUST pioneer WOULD be shifting the problem to Legacy. The card would need a nerf to be acceptable in at least one of the formats. It wouldn't be okay to just leave it in their Legacy format and shrug.

Let's say in this case, eternal format isn't balanced enough/regularly? How long would we have to suffer till you get to look at it again? Or does that depend on playmate? If not a lot of people play it we're just doomed then?

I can never predict the future like this, It'll surely depend on how bad the problem is and what else we need to do with the time. All game design is about opportunity cost, no matter how many people you have it's always a question of what the best use of that time is to make players happy.

This is always what I answer to questions like this, whether I'm being asked about path of champs updates, new gauntlets, labs, balance for standard, anything. It's the only honest answer to speculative futures: we'll always try to do the best we can with our time to make the game better.

However, it's worth noting that a good eternal experience is also good for the game. Players will feel better about collecting cards if they know they'll always be legal in a cool mode, and they'll also feel better about crafting eternal ones they don't have yet. Throwing Eternal away would waste so much potential and trust.

I'm excited about having two cool formats that can focus on different power levels and appeals to different playstyles; offering a meaningfully different experience so we can serve more players in more ways. I would not be excited about a dumpster ground mode where we throw cards we want to forget.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by anialater45

There are big advantages and disadvantages to both approaches. We've talked about them back and forth internally for a lot of meetings, and I've often flipped opinions on this. I don't think I could begin to lay out all the thinking on this one question outside of a whole dev blog.

Can we get that dev blog then? What are the advantages and disadvantages? Why have you flipped so much on it? If it's in a lot of meetings and is a heavily discussed topic I think it would be very neat to get to see why you decided to go against full time ranked.

Some formats are more fun when people don't feel pressured to try-hard them

I don't get this statement. What does having a ranked queue year round have to do with people being pressured to try hard. It's got normals right? Like its going to have a normal queue only, what's pressuring about adding a ranked queue so we can continue to enjoy the game as we have? Till you removed it?

This answer isn't sufficient on its own

It's a start at least, I very much think it would be great if you could take the time to finish answering it. Half an answer doesn't really help me feel youre making a good decision, just makes me have more questions.

we're interested in using gauntlets to introduce variety formats to the standard ranked ladder.

So what formats then? If it's just eternal format into standards what's the point of having them separate? If it's not, and even if it was are these around all the time? If it's not available all year then it doesn't solve the issue. It's just the same issue packaged differently.

I don't want to have to schedule to play ranked, I'd rather be able to do so whenever I wanted, like I can now. You're removing game options for me and that's not good.

Can we get that dev blog then?

It's possible, but I feel like talk is cheap. We need to prove it. Once rotation is live we'll know for sure whether it's working and where it can be improved. We can keep making posts about why we think rotation is good for the game despite the understandable anxiety of many players, but if we're wrong then none of that matters and if we're right then the proof will be in the gameplay.

It's also worth noting that almost no decision in game design is unanimous. The fact I flipped opinions on a ranked ladder multiple times isn't uncommon, I often change my mind on design questions based on new and compelling arguments or various other factors. We can't discuss all factors all the time anyway, because some stuff isn't announced yet.

For example, we knew about new gauntlets for months - and that they'd also be introducing variety formats to contrast with whatever the ranked ladder was. But we couldn't talk about them until they were announced. Creating a focused main competitive format and introducing variety formats in competitive micro-tournaments (may include some eternal and other fancy stuff that doesn't normally have a ranked ladder) is exciting to me as a player. Without being able to talk about daily gauntlets I can't draw that connection.

I expect we'll learn a lot after launching rotation. We might learn it's pretty good but needs some changes. We might discover that eternal should have a permanent ranked mode. We might discover it works great without one and lets us focus on one exceptional competitive meta at a time. We might discover we rotated too few cards or too many. We might discover we need a faster cadence of rotation or a slower one. Or we might discover it's always worse when we rotate cards and we should undo rotation entirely.

All I know for sure is that we need to find out. Talk is cheap. Fun is what matters.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Waterstealer

the more i read this the more i think "why not just nerf myalgos"? it seems to me like he poses a threat to design sustainability.

is this why you guys are so loath to actually fix ezreal or do something about matron? are there some hard-line stances you feel forced to take because nerfing the problem card, while the easiest solution, just doesn't sit right with you guys?

the more i read this the more i think "why not just nerf myalgos"? it seems to me like he poses a threat to design sustainability.

He does, and you can absolutely nerf Malygos. The question is which is better for players - and whether you want to let Muhammad Ali go to the Heavyweight division or break his arm to even the odds against the lower weightclass fighters. :)

Malygos decks were pretty fun for a lot of players and an iconic part of the game. I'm glad they still exist in a higher power format. I like being able to change formats and experience different metagames myself. Vintage is like my desert when I play MTG for example, I wouldn't want to grind it every day but I love being able to play with black lotus sometimes as a treat.

The nice thing about rotation is that cards don't have to exist in the same format as other cards forever. Malygos opened up some really cool design space for cheap spell damage effects being good! He enabled unique decks that many players loved. But eventually he overstayed his welcome and his existence was preventing far more cards/decks from exiting than he was enabling.

Unfortunately the only way to nerf Malygos to be acceptable for standard would be to shatter its identity. The card already costs near mana cap (costs 9, max is 10) and its stats don't matter much (it won't be fighting, it'll enable a combo kill). You can drastically reduce the spell damage boost it gives, but that'd make it far less unique. Malygos is the dragon of magic in wow lore, and having a huge spell damage boost to enable unique OTKs is what makes his extremely simple card special and worthy of legendary status.

By moving Malygos to the heavyweight division of hearthstone, the card still kept its identity in a format based more around extreme power and wild combos. To me this seems better for Malygos fans than creating a significantly nerfed version for standard.

Other cards are better to nerf because they don't remove as much design space and have more meaningful balance levers. A huge benefit of rotation is that it provides more tools, it doesn't remove existing ones. When we think nerfing a card will be better for players we can still nerf instead of rotate.

A good comparison from MTG is Vampire Hexmage. This card provides a cheap way to remove all "counters" from another card. It's a cool way to deal with certain types of cards like planeswalkers, which need counters for power. It can also be used to remove bad counters from your own cards, enabling some neat synergies.

However, as long as it exists it means you can't print any cards that would be broken if you could quickly remove all their counters. Dark Depths was an example from MTG. This land started with 10 counters and you had to pay 3 to remove each one. Once you'd removed all 10 for about 30 mana over various turns you got a 20/20 flying (elusive) indestructible creature.

Vampire Hexmage only cost 2 mana. With that combo you could pay 2 for that 20/20 instead.

Dark Depths/Vampire Hexmage became a powerhouse combo in many eternal formats but never caused any issues in standard. Why? Because the cards didn't exist within it at the same time. They both were minor curiosities in standard, letting them be used with the weaker synergies they were intended for, then form a cool new combo that could be played in the more powerful formats without breaking those formats. Older formats had access to powerful ways to answer the 20/20 that got around indestructible for just 1 mana. This kept it in check there.

I love the combo and I love that I got to play with it fairly in older formats rather than see Dark Depths nerfed once Hexmage came out.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Waterstealer

so what i'm hearing is that you'd rather have a "fun" design pose a threat to design sustainability than have a balanced design. good to know.

Um, no. Malygos posed a threat to design sustainability in standard's lower power level - not wild's higher power level.

Any LoR cards that pose a threat to sustainability in all formats will need to be nerfed or reworked. We can and will still nerf, buff, and rework cards.

When I can preserve decks players enjoy I try to, even if it'd be easier for me to just nerf or rework them until they aren't something I need to worry about. :)

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Calderare

Thank you for taking the time to respond.

My pleasure. I know everyone here cares about the game and wants the best for it. We do too. I'm on vacation right now so I have extra time. :)

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Skarpien

Thanks for the response. I think much of my thoughts of rotations are clouded by how wild in HS has been handled, while at the same time I cannot completly ignore the history of HS's wild format and how closely they follow LoR's current trajectory.

Many people, myself included, identify closely with certain champs due to gameplay or other misc reasons. To draw parallels to HS, it would be less like rotating out an archtype like Guardian Druid and more like rotating out an entire class. If rotations truly need to be done for champs, I think a compromise that helps alleviate the absence of character could be done in the way of a double attack Senna type card replacing the character: a non-champion follower that held some of the essence of the champ card itself. Skins could also be held over as well.

As a side note, much of the newer champs are unfortunately unremarkable in their design. I would much prefer champs like Illaoi or even Norra to Vayne and Kayn, which more or less lack identity and that 'fun factor'. If rotations were to go through, which side of the fence would we land on?

Overall I get a much more positive impression from your dev team based on how much effort generally goes into decision and discussion.

Thanks. I'm glad people care so much about LoR, I know the concerns come from a good place.

I think the point about some archetypes feeling as meaningful as rotating out a whole hearthstone class is a great point. It's easy to think of archetypes as fragments of classes, but because they're often based around champions they have a deeper identity than Hearthstone's archetypes do.

This is actually one reason I bring up Azir/Irelia so much. A lot of people love that deck (even though many others don't love playing against it) but it's problematic for restricting design space. If we need to free up room, how do we preserve the deck for players that love it? Would it be better to meganerf Irelia and her support cards until the deck isn't competitively viable, but keep it technically possible to play it on a standard ranked ladder? Or would it be better to keep the cards very similar but move it out of the standard format? Or better to redesign irelia so she no longer combos with Azir?

None of these solutions are perfect, but I think in this specific case rotating Irelia is the least disruptive. The other solutions threaten to break up the deck in both formats Rotating Irelia preserves it in one of the formats.

If this works well, we'll be able to create formats of two different power levels that give us more flexibility in preserving archetypes people enjoy without crowding out the other archetypes that others enjoy. It's easy to say that though. We'll have to see how it works in practice.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by anialater45

Absolutely. I was a game player long before I was also a game designer. I remember how frustrating it is to feel like obvious mistakes are being made when you love the game and want it to succeed, and that your feedback is being ignored even when it's asked for. It's deeply weird to be on the other end of it, and it never really gets less weird.

Exactly, for a lot of us here that's basically how it is right now. Very frustrating seeing you ask for feedback, and after 2 months we get another small article basically re-iterating what the plan is and it seems our feedback wasn't really taken at all. I wish that wasn't the case, I wish we got a longer article that could go into more detail about the survey and what feedback was given and such.

It's also hard because many players want very different things.

And I get that, it must be incredibly hard trying to find a solution given people don't want the same things. Which is also why it's frustrating as it seems in this case I'm on the side that is going to be losing out here :(

It affects a lot of things players don't see, so it's very hard for player feedback to factor in the stuff that they can't know about. We've also gamed out various alternative solutions people have proposed and felt the costs would outweigh the benefits.

This is very frustrating for us also. We have no clue what's going on, we just have to deal with the consequences affecting the game we like. I would love to know what other solutions were passed on? Were they from the survey feedback/feedback since first announcement of rotation? Why do the costs outweigh the benefits?

Yes, this is the key distinction. The goal is not to have both formats be of the exact same power level. The goal is not to make all standard-legal decks equally powerful to all eternal-legal decks. If it was, this would just be kicking the can down the road. But that's not the goal.

I get your example there, I understand what you mean with pioneer/legacy/vintage and different formats. I disagree with it being necessary, but I get what you are hoping to accomplish with it.

I can never predict the future like this, It'll surely depend on how bad the problem is and what else we need to do with the time.'

That's fair, I was more just hoping there was a plan discussed ahead of time. Like if there was a framework in place for various levers (to steal the lol team's term) to pull that are already planned for varying issues. Obviously you can't predict everything, but it seems to be something that would be smart to have going in.

Throwing Eternal away would waste so much potential and trust.

I'm excited about having two cool formats that can focus on different power levels and appeals to different playstyles; offering a meaningfully different experience so we can serve more players in more ways.

I'm glad to hear that, but it seems you're already setting it up for failure. I know you talked about this in our other comment chain, but I have to bring it up again. It really seems like you're kneecapping Eternals right out the gate with less balance attention and no ranked queue outside limited opportunities. You've already decided which one is going to get the most work, so it sucks as someone who is only interested in Eternals format to know that it's already second-best even before it's launched.

It's getting late and I want to make sure I can respond to some others too, so I just want to hit one part here: the assumption that Eternal is being set up to be abandoned. People in the community told me many times that Path of Champions was dead and never going to get anything more the moment we announced we were refocusing on pvp. So far we've more than doubled the number of new champions, run several path events, added procedural weekly adventures, new world adventures, and we aren't done yet.

Seeing the positive responses to each has encouraged us to do more whenever we find the time. And Path of Champions started because the original Lab of Legends got a lot of attention from players too. It was a small thing that grew big because players liked it.

If players play something and care about it, we notice.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Mafros99

This is not much of a design question but still one that I think is worth asking:

One of the biggest differences to other card games (and one of its biggest strenghts imo) is how much more character-driven LoR is. Every spoiler season is so hyped (BTW f**k YEAH KAYLE'S COMING) and the lore and art direction are so praised precisely because both you guys and we players see champions (and even many followers) as fully-fledged characters rather than merely tools in a deck. But all that becomes a big pain point when it comes to Rotation and at least the last time I checked there still wasn't a clear solution for that. Have you guys discussed more on how not to make these champs -and their players- feel left out?

Yes, this was a top point of feedback in the responses. We have a lot of tools at our disposal. Some people wrote that they'd love to see new versions of champions, such as version of Pyke that wasn't tied to Lurk and could be played in more decks. Some people said they wanted to visit their favorite champions in competitive occasionally, but didn't need to play with them all the time. Some people said they cared the most about the playstyle and mechanics, that the champion itself wasn't as big a deal. Some people said they were hyped to see new champions and original champions even more than one specific one.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Efrayl

I played a game where you can choose cards between any region (except their nemesis region) and it had similar region count as LoR. At that time it was normal but the devs said they wanted to introduce region lock, so you only you pick two regions. (same as Lor today). The playerbase, myself, included were not happy with it. Devs said it would open the meta to new decks, but players argued that reducing card count will only limit deckbuilding options not increased them.They went forward with the change and...they were right.

Suddenly there were many more decks and cards played that didn't get light of day because other better cards existed.It's similar like with the Rotation, reducing the card pool may open up room for new decks and playstyles. Aggro is ever present, but through rotation, it may be harder to build a viable deck with remaining 1 and 2 cost cards.

The two biggest problems I have with rotation is that it's annual (it should be much more frequent) which means new best cards will very soon rise to the top and make the meta stale (and now you have less room you counter those decks). And that champion cards which are very expensive, can be rotated out without some kind of wild card compensation.

This is a fantastic example. What game was this? I've seen similar things in many games but the nemesis region component makes me think I don't know this one.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by nonbinary_finery

Thanks for taking the time to write out so many detailed responses. I have a concern that I'm hoping you can address or comment on.

I don't have a background in virtual card games. LoR is my first. The relevant games I've played for this discussion are Yu-Gi-Oh and Pokemon.

Your description of relegating powerful cards to a separate format ("Hall of Fame" in Hearthstone and Ubers, etc. in Pokemon) concerns me because when I first heard the term "rotation," I thought that's what we were getting. Some champions would be rotated out, but they would come back in the next rotation.

However, from your descriptions, that seems unlikely. Instead, my understanding is we will get something more akin to the banlist from Yu-Gi-Oh. Cards will be deemed too powerful for the competitive mode and banished to Unlimited (or Eternal, in our case), presumably forever, rather than be temporarily removed from the metagame. Twisted Fate seems the first "confirmed" case of "too good but we don't want to change him." I expect Ezreal, Akshan, and Vayne at the least to get similar treatment, where they in their current state restrict card development too much and are unhealthy for the metagame.

This concerns me because I quite like a lot of the champions and don't have any interest in playing an uncompetitive Eternal format. Thus it is likely some of my favourites like Gwen, Katarina, Vayne, and more will be removed from my game experience, for all intents and purposes. This may result in a healthier metagame but it also makes me not want to play, especially if I suspect they are unlikely to ever make a return.

From my perspective, cards are not being rotated out. Rather, they are being banned from competitive play and thus made dramatically less valuable and for many players, completely inconsequential, potentially forever. I hope it is understood that taking this route (and especially with not providing a ranked ladder for Eternal) is functionally equivalent to removing cards from the game to many of your players.

It's worth noting that things do change tiers in Poke'mon too, and that there are many examples of competitive formats in Poke'mon happening focusing on different tiers!

I... May have been watching a lot of poke'mon competitive lately. It's so relaxing to do while I work on designs.

So far I've been focusing on the reasons that we can benefit from having two formats instead of one, which is largely about the differences in power level. However, we can absolutely rotate and unrotate things - and we will when we think that'll be the most fun.

I can't tell you exactly what the frequency of un-rotating will be though, because we'll be paying attention to what works best once we're live. It's a valuable tool in the toolbox but we're still planning to buff/nerf/rework alongside it as we always have; and we'll want to pay attention to what works best when it's live. I know I'll also be paying attention to how things go when eternal ranked mode is live vs when it isn't. Nothing is written in stone.

Part of our mission is to release things and iterate based on the gameplay data we get when it's live, as well as other feedback.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Person454

Thanks for taking the time to do all these responses. A lot of this makes sense, but I'm struggling to see how it applies to one part: Vlad.

Vladimir has never, to my knowledge, been a strong card. Forget 9/10, forget 5/10, he's been around a 3/10 max in all the time I've seen him. So where does he fit in to rotation, so much that he's one of the first to be rotated?

Sure thing. Vlad's problems are diving into a whole other wrinkle in all this, the tension of power related to region identity goals for standard vs more fluid region identity in eternal. Vlad's mechanical identity is awkward for our current vision for his region in standard and making him strong would cause problems within standard for that reason. Rotating him means we could buff him without causing problems to standard's region identity divisions.

Basically, Vlad isn't being rotated because he's too powerful. He's being rotated because making him strong would mess with region identity in his current design. We're interested in finding a new version for him (as discussed in part 1 of the article).

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by WHOLESOME-DUNG-EATER

Would it be better to meganerf Irelia and her support cards until the deck isn't competitively viable, but keep it technically possible to play it on a standard ranked ladder?

yes, absolutely this, for dedicated irelia players her current position of being "playable in ranked but on the weak side" is ABSOLUTELY preferable to "literally unplayable in standard ranked but maybe stronger in an unsupported format".

most of my favorite champions are in B and C tier and i will still be gutted the day i can't lose with terrible homebrews in ranked anymore.

was the idea of leaving champions intact and 'balancing through rotation' by hitting their support packages ever considered? would irelia be such a scary champion to design around if greenglade duo + sparring student weren't in standard?

i know there are lots of discussions happening behind the scenes but i've been surprised to see zero public consideration of this idea, which would address some of the most glaring criticisms of a hearthstone-style rotation without being significantly less effective.

yes, absolutely this, for dedicated irelia players her current position of being "playable in ranked but on the weak side" is ABSOLUTELY preferable to "literally unplayable in standard ranked but maybe stronger in an unsupported format".

Just to be clear, her current position hasn't been mega-nerfed. She's just been nerfed, but is still a potential consideration in the format. She is still sharply restricting design space for token decks.

She would have to be nerfed way, way more to make her truly irrelevant in the competitive metagame. That's the point of mega-nerfing, to make something so weak it might as well not exist when it comes to competitive balance; so that the card is no longer restricting design space.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by ASmallEmu

Hi Dan, thanks so much for all the work you’ve done answering these comments, which I know can be a mixed bag of positivity and negativity.

I am all for trying to preserve unique decks that may or may not have unhealthy play patterns for Standard. I just hope that the dev team realizes that decks like Azir Irelia or Targon’s Peak deserve a place of their own in Eternal, away from a definitely more competitive-focused Standard. I think awkward cards that have had to be all but killed have generally been cards that are so unique that they can’t be reasonably balanced. Maybe the balance levers are just not there. These are the sorts of cards I would like to see nerfed or reworked in Standard to retain competitive integrity, but preserved in Eternal for everyone to enjoy.

Lengthy postscript ramble:

I especially think many landmarks without countdowns on them like Veiled Temple or Targon’s Peak end up being this way. If they’re too good they end up being very frustrating to play against because they are permanent infinite value and the only way to deal with them is to put “destroy a landmark” in your deck, which is Rock Paper Scissors polarizing counter design that also feels bad for other landmark players, since not all landmarks are designed with equal power level.

Thus they are either rotting in unplayability like Noxkraya Arena because they can’t be buffed without being toxic, or are very frustrating to play against and either have already been nerfed to the same state as Noxkraya Arena (Veiled Temple, Grand Plaza) or remain frustrating to play against and seem very difficult to nerf without also sending them into the same state of unplayability as Noxkraya Arena (Windswept Hillock, Emperor’s Dais, Back Alley Bar, Opulent Foyer).

However, I did ask Rubin on stream if of these sorts of landmarks were a problem and he replied that it is their whole point to be that way and thus I fear we do not agree on a fundamental level about what I consider to be a class of cards that has plagued balance for a while now due to being unbalanceable (since balancing them around landmark removal existing is not healthy either).

Eternal is definitely a place where stuff can be crazier than Standard, and I think it's better when two formats feel meaningfully different; so people that prefer different metagames can focus on their favorites. Can't comment on those cards specifically but the general style of "fun, exciting, unique engines that maybe are too swingy for the main competitive format" sounds like a good place for eternal to me. There's a lot of ways to approach it though, that's just one.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by SleepyPoemsin2020

"To me this seems better for Malygos fans than creating a significantly nerfed version for standard."

The problem with this conclusion is that this is subjective. I quite disagree with this point - I'd rather see a card I'm a fan of reworked or nerfed as opposed to removed to a mode I have no interest in playing, in this case eternal, as that is essentially the same as just deleting the card.

But I accept I'm probably in the minority here...and for the sake or LoR hopefully so!

It's definitely subjective, and it matters on a card by card basis. I believe Malygos made more sense to rotate than significantly nerf (I didn't make the decision btw, I just agree with it) because by significantly nerfing him to solve the standard problems it no longer felt like Malygos.

It'd be like nerfing Black Lotus to be playable in standard MTG, it'd no longer feel like Black Lotus. Better to keep that in Vintage and make a new card.

Malygos was the big OTK dragon. Players using him would build up a hand of 0 cost spells that dealt tiny amounts of damage (like Moonfire, which cost 0 and dealt 1) then unleash them in a flurry the turn they played Malygos (+5 spell damage meant Moonfire now dealt 6!).

If he was nerfed from +5 spell damage to +2, or maybe +3 and 10 mana, then all the decks built around him would stop working; because they relied on his big spell damage to deliver crushing combo-kills. Nerfing him significantly would likely make him irrelevant in every format, undermine his identity, and break all the existing combo decks (since killing an opponent is key, half-killing them doesn't win the game).

That's just one example though. Other cards are better to nerf than rotate, when they can still preserve their identity and don't create big problems for the rest of the meta or other design values (for example we haven't talked about region identity or complexity bloat much, those are other topics but totally different).

We'll still nerf and rework problematic cards and keep them in standard when we think that's the better option. This is absolutely subjective but we'll do our best.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by CrossXhunteR

I love the 2nd paragraph, as this seems to be something that goes over people's heads during the rotation discussion. Certain cards/interactions/playstyles can be so overwhelmingly toxic or crowd the design space enough that the only way they could continue to exist in the future of a non-rotating card list is by nerfing them into basically being unplayable, which might as well be the same effect as rotating. Like sure, you could play this completely gutted, unviable deck at that point in your standard game, but why would you. Using your examples of power levels you've been using throughout the thread here, say a marginal tier 3 ladder deck had a 3/10 power level. Certain cards that can't continue to exist as for a healthy game going forward would need to be kneecapped down to being a 1/10. For the people saying "Don't rotate, just nerf as needed", I don't think such heavy handed nerfs that would be required to achieve what is needed would be received favorably either.

Obviously I am talking about some of the worst of the worst outliers in (theoretical) design, but to me that philosophy is the core thought behind why rotation would be needed over just buffing and nerfing.

Great summary.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by WondrousWorldWeaver

Great, so Vlad players get to enjoy their card in a mode that only has competitive support now and then, and that has a bunch of broken combos that the team will only adjust ever so often, meaning Vlad has to be massively overtuned to ever be "good" as if this is a base requirement, for the sake of another mode entirely where Vlad wouldn't make a dent.

Just support self harm strategies in Noxus. Not like aggro can easily abuse them.

Just support self harm strategies in Noxus. Not like aggro can easily abuse them.

That's the problem. Supporting them in Noxus would mean either wildly overtuning Vladmir to work in ways that are weird for its region identity (which you mentioned being frustrating). It causes issues when we support self-harm strategies in Noxus.

Vladmir is a very awkward fit for Noxus and probably wouldn't be designed this way with the benefit of hindsight. Rotating and buffing to a more permissive eternal environment lets us solve the region identity issues by moving Vlad to a place where he can be stronger without causing the same problems. We're also considering new takes on Vlad (as mentioned in the first article) because of this for the future.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Koovin

I like your logic. I never thought of it that way. If you really enjoy a certain playstyle (like Azirelia in your example), it would be less of a loss if you knew you could play it as you remembered it in a different format. Playing a gutted rendition of it in standard would just feel bad (cue the "look how they massacred my boy" screenshot).

Thanks. I often like jumping around eternal formats in other games I've played for exactly this reason.

Severe nerfs can also break patterns you remember, such as heavily disrupting the mana curve. The Malygos example is actually great here, because significantly nerfing Malygos' spell damage would make the combo decks that people used to play with him non-functional. They'd no longer deal enough damage to kill the opponent. Heavily nerfing him so he was no longer competitively relevant in standard would mean massacring the decks his fans enjoyed.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

Heres what I dont get. If you want to have 2 seperate formats with seperate power anyway. And you dont mind releasing powerful combos into one of the format because the other, lower power format exists ... why dont you make the lower power format secondary? Keep "Eternal" as it is, the main gamemode with permanent ranked and tournament focus, and make the rotating format a secondary one, which gets less attention because it needs less attention, with still permanent ranked (because thats a minimum), but less competitive support. That sounds like it would solve every concern you bring up, while also not running into the many pitfalls of rotation that cause it to bleed players.

why dont you make the lower power format secondary?

Very reasonable question. The main reason is because eternal is aimed at being a place to preserve the greatest hits and standard is a place to make room for cool new stuff. If the new stuff has to compete with the old stuff, that's the very problem we're trying to solve with rotation. We have to either powercreep the new or heavily nerf the old to make the new cards able to compete. This results in disrupting the old decks instead of preserving them and making synergy breaks happen more often because the new cards are ecalating in power level.

Yugioh's metagame over the years is an example of what happens. The game has changed to massive complexity and power spikes as players summon huge boards on turn 1 to try and lock their opponent out of destroying everything and insta-killing them on their own first turn.

We can also look at Modern Horizons sets for an example: many players of the Modern eternal format hate these sets that were designed to print new cards specifically for the Modern format; meaning they could be of higher power level. Most new sets of MTG barely affect modern because they're designed for standrd's lower power level. These were aimed specifically at affecting modern, not playable in standard. Many players thought they were cool but many more players hated them, they heavily disrupted the format's classic decks and resulted in extreme swings.

What's interesting is if you look at people complaining about the worst sets of various games in history, people complain about the super power-creep stuff for sure but they also complain about the sets that were incredibly weak (Homelands for example in mtg).

When people see new cards released, they want to play with them. They want those new cards to be worth playing competitively too, giving them new decks to try out while competing. Standard is a way to make room for the new because they don't have to compete with the old. By focusing on eternal as the main competitive mode, new cards would still have to compete directly with the old; which would put us back to square 1.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Zero-meia

My two cents: I loved playing my two favorite decks in HS Wild (Malygos Druid and Demon Warlock) and more than once I would hit legend with them after getting legend in Standard.

I think having an alternative mode for ranked is great and I can't wait. My only and huge issue in HS was how expensive it was to try to keep one mode, imagine two. Here we won't have this issue.

(The only thing I'm starving is for some more mind-blowing interactions [yes, I love Lee Sin and Virgo]).

Thanks. I'm really excited too. I can't wait to make more cards to explore all the new design space that'll get freed up with rotation. :)

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

On your last point, the problem is that often its already too late when rotation causes problem. Duelyst, a few years back, did rotation, despite overwhelmingly negative feedback to the idea, and many fans, myself included, predicting it would kill the game. It in fact was so bad they reverted it nearly immediately, but it was too late. The game lost too many players, and it died. As players predicted, rotation killed it. Can LoR really afford to repeat this mistake?

I believe Duelyst had quite a few other challenges and implemented rotation differently. Based on what they posted at the time, their issue was primarily a smaller population largely moving to unranked mode and making queue times on ranked too long. We're in a much healthier place.

It's also worth noting that many, many, many cardgames have introduced some form of rotation without the game dying. Players are always, and rightly, concerned when it's announced. I don't mean to say it's silly to be concerned, this is a big deal and it's about when and how you get to play your favorite cards. That matters a lot. I'm just noting that it's more like a routine surgery - things can go wrong but often the wisdom teeth come out and things go on well.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

No, actually, not really. Duelyst implemented rotation in essentially the same way. It would've been different had it not died before the timeframe where a "spotlight" would be in LoR, but it did, so it was the same. And no, the issue was straightforward. People didnt want rotation. What you mention as "ranked" and "unranked" queue is a bit misleading, because the "ranked" queue was standard, and the "unranked" queue was Eternal. What happened is that everyone played Eternal and no one played standard, which caused standard queue length to be way too long. And it wasnt because of eternal being unranked, its because of eternal being eternal. No one wanted to play standard. And thats just the people that stayed, many straight up left. It was the direct result of rotation. Rotation killed a stable game.

Thats ... not really accurate though. People like to say that its "many", but in reality the number is 4. Its MTG, Pokemon for physical, and HS and SV for digital. There have been a lot of other card games with rotation, but they're all dead. Dozens of card games with rotation in the 90s, all failed. A couple in the 2000s, all failed. One or two in the 10s, all failed. Even for the successful ones, HS and SV lost a lot of players after implementing rotation (HS around 96% since), so its not exactly a great example. Its more accurate to say that many, many, many card games have refused ot introduce rotation without the game dying. Pretty much every successful physical card game made after the 90s, for example. The ratio is something like 5 to 1. So calling it a routine surgery is not really accurate. Its rare, and it doesnt have a good track record.

Duelyst implemented rotation in essentially the same way.

Their rotation was purely based on time in the meta, like MTG's and Hearthstone's, and involved different UI/UX that made a lot of people very confused. Duelyst was also dealing with such a low population that splitting queues was a much, much bigger problem. They couldn't support multiple formats in the same way.

There have been a lot of other card games with rotation, but they're all dead.

I'm not sure how to respond to this, because it seems you're assuming any cardgame that was discontinued after introducing a form of rotation as being *because* of rotation. That just doesn't match the stuff I know from talking to the companies and looking at the data. Lots of card games that didn't introduce rotation were also cancelled.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

But you already are saying that youre gonna support eternal. And that its not an issue if there are stronger interactions in Eternal because its a higher power format. That suggests that doing cool new stuff is entirely possible in Eternal, because otherwise you cant solve the problem rotation is claiming to solve without making Eternal unsupported, no?

With all due respect, this is something people who are very unfamiliar with Yugioh say. This hasn't been true for the better part of 5 years, and even then it was only rarely true in the first place. Yugioh is primarily about grind games, and resource management, and has been like that. And ... well there is a reason its the worlds biggest card game. People like this style of play a lot.

I dont think Modern Horizons is a great example, because peoples issue wasn't the fact that it was a set made for modern (Actually, that was the part people really liked), it was that specific cards had their tuning be way off. And you can't blame the sets for that, because there were even bigger issues, like Broko and Companion, that entered the scene through standard alone. Its also not really accurate to say that standard sets dont affect modern, or that cards arent designed for modern. Plenty of cards are designed for modern, and so the sets do affect modern. And most are designed for commander, not standard. Especially once standard became MTGs secondary format compared to the much more popular modern + commander.

Im not sure thats convincing either, because if you look at homelands, it wasnt just that it was weak, its that it was incredibly boring. Ixalan was a weak set at the time of its release, but its remembered quite fondly because it was a really interesting set.

Thats the thing though. Balance already lets you regulate a formats power, if you want new stuff to compete, you can hit the old stuff. If anything, rotation makes new cards less interesting, because youre incentivised to print basically the same thing over and over. Just look at the infinite variants of "3 mana counterspell with upside", "1 mana cantrip", "2 mana draw" and "2 mana deal 3 with upside" that MTG prints. If there are interesting cards in standard sets, theyre usually made for non-standard formats.

If you compare games with rotation and games without rotation, and formats with rotation and formats without rotation, the latter are always more interesting in their design, its why players favour them heavily. Whenever formats are equally supported, and you have a choice to always compete without playing standard, people drop standard. That, to me, suggests that focusing the competitive scene on standard, a format competitive and casual players dont favour, is rather short-sighted.

But you already are saying that youre gonna support eternal. And that its not an issue if there are stronger interactions in Eternal because its a higher power format. That suggests that doing cool new stuff is entirely possible in Eternal, because otherwise you cant solve the problem rotation is claiming to solve without making Eternal unsupported, no?

It's totally possible to make the new cards we print better than the old cards, but it eventually requires power creeping them a lot like Yugioh does, or mega-nerfing old stuff so it might as well not exist when it comes to the metagame.

While it might be easier for us as devs, we think the power creep version would warp the competitive metagame while the mega-nerf version would make past decks effectively unplayable everywhere - instead of having a dedicated format.

Eternal is already the focused competitive mode. We're already playing eternal. Eternal is what's legal in the game right now. If you go play ranked ladder, you're playing Eternal. All cards are legal, there's no rotation list.

We know the problems that designing for Eternal causes because that's the only format we've designed for this whole time. This isn't speculative, it's the current state of design.

TLDR: Eternal is currently the main competitive format, because all cards are legal in the game right now. This makes it harder and harder with each release to make new cards meta-relevant, and players generally like it when new cards are worth playing competitively. There's only so much room at the top of the meta, so new cards being meta-relevant means they need to seriously power-creep or we need to nerf old stuff into irrelvance.
If we keep eternal the main format we don't actually solve those problems. By introducing standard as the main competitive format, we can remove cards that restrict design space in standard. Eternal will likely change more slowly in the future, which is fine - because new decks don't have to shake up its metagame.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

Yeah I suppose the pool selection thing is fair. The UI was not the issue though. And splitting the queues was ... not exactly an issue? They undid rotation nearly immediately, so the queues were unsplit, but the game still died. It was that a lot of players left over rotation. And we know that, because the successors which got everything from the previous devs, including the data, confirmed that doing rotation at all was a mistake and that the Duelyst reboot will not have any rotation for that reason.

Not exactly. Its moreso that card games doing rotation, for one reason or another, dont tend to live very long. There are those that died because of rotation, there are those that died for other reasons, but the point is that they died, and that the amount of successful card games with rotation is very low, and the 2 physical ones of them are from the 90s, one of which is the first ever card game, and the other one is backed up by the worlds biggest IP.

Oh certainly, but the key difference is, I cant name a single card game with rotation that didn't die that was made since 2000. I can name like 10 without rotation. For that matter, I can name more card games with rotation that failed, than I can name card games without rotation that failed (though the gap there is less big). For one reason or another, card games without rotation historically perform much better. But ultimately my point really was to show that rotation is rare amongst card games, and that most successful card games dont do rotation. So, calling it a "routine surgery", doesnt seem accurate. A routine surgery is common and usually works out. Rotation is very rare and it almost never works out.

Yeah I suppose the pool selection thing is fair. The UI was not the issue though. And splitting the queues was ... not exactly an issue? They undid rotation nearly immediately, so the queues were unsplit, but the game still died.

I saw a ton of people confused about the UI at the time, it wasn't a deal-breaker but it's worth noting. A lot of people didn't know how to make standard decks in the first place, people frequently got rewards they couldn't use in standard when they didn't have many standard options already (we're taking steps to ensure new players build up reasonable standard collections quickly), and the devs did list the queue-splitting as the major concern if I recall correctly. I wan't a big duelyst player though, just going off my general knowledge - I try to keep track of most games.

The queue issue is almost always a big concern with smaller indie titles though, when working on Faeria (an indie pvp cardgame that was also played on a board) we had a lot of cool ideas for alternate modes but we always ran into the issue of splitting the queues with our small population.

Games with populations over a certain size don't run into the issue. Games without it get into a death spiral because waiting too long for a good match means fewer people queue up. To use extreme examples: Going from 5 seconds to 10 seconds is not a big deal. Pretty much nobody minds, most barely notice.

Going from 1 minute to 2 minutes becomes a bigger deal and some quit. This makes the quees go to 2:30, then more quit. Then 3 and... You get the idea. We did a lot of analysis on queue times based on our population and we don't think we'll run into this problem. Our population is much healthier.

We could always be wrong, I can't predict the future, but if we didn't strongly believe that rotation was going to be a net positive for the long term sustainability of the game it'd be the easiest decision in the world not to do it. It's much scarier to risk angering your most dedicated players because you believe it's ultimately the best direction.

We all want LoR to be a great game for years to come. It matters to players for obvious reasons, and I hope it's also obvious why we care about it as devs. We play as well of course, I joined LoR because I wanted to keep thinking about it all day. Now it's not just my hobby, it's also my job to be a good steward of the game. It matters to me on every level.

Oh certainly, but the key difference is, I cant name a single card game with rotation that didn't die that was made since 2000. I can name like 10 without rotation.

Which ones are you thinking of? I can name a few but most of them have very different circumstances or accept different tradeoffs that we think are net negative for players.

It's also worth noting that most games have some form of ban-list over time. Our rotation format works more like a ban-list in an eternal format than an automated rotation based on time. Yugioh also has a banlist for example, and things rotate on and off it. We're planning on rotating larger numbers of cards than most ban-lists though to clean up various design issues, so calling it a banlist felt a bit misleading.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

It should just require small, targetted nerfs, unless you want to print basically the same exact card again. Theres plenty of design space for archetypes that dont overlap, and you dont need to print staples over and over. Also, just a small note, power creep is more associated with HS than YGO tbh.

Wouldnt what were playing right now be just rotation? Were before the earliest point at which rotation could happen, and all the design is contained in about the timeframe rotation design is in. If there are issues right now, they are issues in rotation, no? Hell, even some of the issues listed sound like issues that arise specifically from rotation-focused card design. For example not being able to keep printing card draw because it becomes redundant. But why print that much card draw anyway? It makes sense in rotation because they keep rotating out, so you just print basically the same card over and over, but in Eternal there isnt much of a reason to keep printing basically the same card over and over.

My issue with the Tl;Dr, is that if that logic was true, you could apply it to rotation as well, and it would lead to the same outcome. If you have to powercreep without rotation, you have to powercreep with rotation just as much. You mention for example removing cards that restrict design space, but balancing already exists for that specific purpose. And for that matter, if thats the whole issue, you can just explore other design space, judging by MTG and YGO its not limited in any way exhaustable within the next decade.

My issue with the Tl;Dr, is that if that logic was true, you could apply it to rotation as well, and it would lead to the same outcome. If you have to powercreep without rotation, you have to powercreep withrotation just as much.

I'm not sure how else to explain why this isn't the case, because the reason you need to power creep is to make sure new stuff can compete against the best stuff across the history of the game. If you aren't competing against that stuff because it's rotated out, you don't need to power creep.

Compare MTG to Yugioh. In yugioh the community created older formats that banned *newer* cards because the older decks and playstyles they enjoyed couldn't compete with the escalating power creep of new stuff. GOAT format is an example.

Let's say you're a designer for MTG. You need to make cards that are competitive-worthy in standard. This means you can print burn spells that aren't as strong as lightning bolt and counterspells that aren't as strong as mana drain or force of will and expect that players might play them.

These cards and decks often don't show up at all in Legacy and Vintage. If you wanted to make decks that were as powerful as the strongest decks from the history of the game, able to disrupt the vintage and legacy metagames, you'd have to power-creep and make stuff worth playing *instead* of force of will, mana drain, lightning bolt, etc.

If you print a worse lightning bolt, I'm just going to play lightning bolt. You need to make a card that I'd rather play instead of lightning bolt if you want me to play it in vintage or legacy. Assuming I care about winning a competitive mode, as many competitive players do.

To do this: You can either release cards/archetypes that are stronger than lightning bolt, or you can retroactively nerf cards that people already invested in until they're no longer meta relevant. Both result in power creep, but the nerf version is like a retroactive power creep (retroactively making old cards weaker than new cards, which is what power creep results in). The mass nerfs are more sustainable overall, but they also mean people can't play their old decks in any format in a way they remember.

Nerfs are sometimes the best tool but using them as the main tool for solving rotation problems is often not a good idea. The Malygos example from Hearthstone shows why, because mega-nerfing that card would destroy its identity and stop decks built around it from working entirely (they need to do a certain amount of spell damage to win). It was better for players to move it to a higher power format and free up room for lower power synergies in standard.

This is why yugioh players created older formats that banned new cards, because they wanted to resist the power creep that becomes necessary when the average new deck has to be as strong as the best decks ever in order to be worth playing on the competitive ladder.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

But thats the thing. If this logic was true, the stuff that rotates out would already long have been powercrept. It would be competing against new stuff, not old stuff, because the new stuff would already be stronger than old stuff. HS shows this quite well, rotation didnt slowed down powercreep (if anything it accelerated it 10-fold), because by the time anything rotated out, it already wasnt relevant and the new sets were powercreeping what didnt rotate.

Thats ... not why those formats exist. Im sorry to say, but it sounds like youre not familiar with YGO at all, and are basically speaking from the stuff you hear around in the public conversation which is usually extremely far from accurate. Retro formats exist because people like those specific formats. Its why goat format exists, edison format exists, but the period between those 2 does not have a format. Hell, there have been cases of retro formats being played at times where the current format was lower power than the retro format (D-Ruler as a retro format for example). And yknow, Magic has those too? 93/94 format for example. Some block formats still see play.

But thats the thing. You're just printing basically the same card over and over. That's not terribly interesting or exciting. In fact, the fact that standard does this is a large part of why its so unpopular, and why non-rotating formats like modern and commander have replaced it as magics flagship format.

Not really? They have been printing stuff for legacy too. and they didnt do it by making better versions of existing cards (because that isnt interesting). They did it by filling out niches that didnt have anything there yet. Stuff like Urza, like Allosaurus shepard, Unlicensed Hearse, and so on. Like, that seems to be the core issue, you want to print basically the same card over and over, which sure, rotation lets you do, but its not exciting and players dont care much for it.

Again, thats not why YGOs retro formats exist. In fact, the current format looks to be the strongest YGO has ever had (because they made some ... interesting design decisions). It likely will be the strongest the game will see for at least 5+ years too. And it looks very likely itll be a very popular retro format. Its a format people like.

But thats the thing. If this logic was true, the stuff that rotates out would already long have been powercrept.

No, it wouldn't - because power creeping is a tactic to accomplish a goal given a specific problem. If the goal is to make the average new deck better than the best decks from the whole game; you end up power creeping.

If you have a 9/10 eternal format the new cards need to be 9.1 on average to be playable. This rasises the average of the entire game over time. The next cards need to be 9.2 to outdo the previous 9.1 cards.

If you rotate, things are more sustainable. The best cards or the ones that restrict the most future design space can be rotated out of standard, meaning that the power level stays relatively stable. It fluctuates certainly but it can be brought down when it starts to get out of control.

Basically, it's much easier to create a diverse metagame where everything new has a niche in the compeittive ecosystem when there aren't as many cards. This is why games don't usually launch with rotation, they aren't needed until there's a certain amount of cards in the game. Until then you can often diversify with ecosystem archetypes.

In ecosystems there are predators and prey. Introducing a new predator can undermine a healthy ecosystem. In Faeria for example, some decks were good and fun against most decks but got destroyed by the very popular decks that benefitted whenever an opponent's creature died. If the "sadist" deck (benefits from killing enemies) were tier 1 or even tier 2, the self-sacrifice decks couldn't be. We'd have to buff them so much to be good against the tier 1 sadist decks that they'd destroy other decks that weren't hard-countering them.

This would severely narrow the metagame; because the sacrifice deck would be so powerful overall to compete with its predator that it'd be the best deck against everything else. Sadist decks would still be played because they could barely beat the sacrifice decks, but not so much that the deck was unplayable. Another deck that was good against Sadist decks would emerge for a RPS relationship of three major decks.

Sadist decks are fun to play for many players in faeria, and so re sacrifice decks. However, having both be tier 1 in the meta would be extremely problematic and format warping. They restrict each-other's space. The more decks you create, the more you run into this issue. Just like new prey species can't survive in ecosystems with certain predators, and introducing a new predator species can overrun an existing ecosystem (hence harsh rules on international animal import laws).

Rotation is a way to ensure different archetypes have time to shine. Many archetypes have no niche in eternal formats but can absolutely carve one out in a smaller format. Don't take my word for it, look at how different the decks are in MTG's standard vs legacy.

Also shoutout to awesome youtube channel tierzoo which takes this metaphor and runs with it.

Thats ... not why those formats exist. Im sorry to say, but it sounds like youre not familiar with YGO at all, and are basically speaking from the stuff you hear around in the public conversation which is usually extremely far from accurate.

Yes, all fan-created formats exist because some players like the formats. The question is why. Some players like it because they want to play an older metagame without disruption from powerful new cards that change that metagame. They often prefer it to the pace of modern yugioh. Some prefer it out of nostalgia. Some prefer the pace of the old game more than the new power-crept game.

The point is that they create a format where people are not allowed to play with some of the cards. No one has to play with or against link summons because link summons are not legal in that format. The cards don't have to compete against the new decks.

No example is going to be identical to LoR, but the point is the same: Yugioh's addition of new cards severely changed the game over time and many players find the modern game unrecognizable compared to the style they liked growing up. Yugioh doesn't have rotation so it uses extreme power creep. This led to the community exploring their own lower power formats, or preserving time capsules of older formats they preferred.

I think I've made my point as clear as I can. It seems like there's a miscommunication somewhere and I don't know how to fix it. It seems like you keep saying that new cards have to compete against rotated cards in the standard format no matter what - but I don't understand why.

They technically have to compete in eternal formats but they don't have to *win* the competition in eternal formats.

Standard gives them a place to shine, so they don't all need to shine in eternal. The creation of a standard format means that standard cards don't have to be playable in eternal in order to be competitively relevant. That's the point, giving them a place to be competitively relevant without demanding they be relevant everywhere.

MTG designers don't have to make new burn spells compete with lightning bolt, or new standard decks compete against legacy's best decks. This solves a whole lot of problems. Making Eternal the main focus of competition would mean that the problems don't get solved, because new cards would still have to *win* the competition with old cards to be competitivelyrelevant.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

Yes, thats what powercreeping is in the theory people present, but it doesnt work great when you look at it. Lets go by your example. Except, well start with a 4/10 rotating format. Now, a new set comes out. The new cards have to be 4.1 on average to be playable. Then another set, 4.2. 4.3, and were down to a year. Now, lets say it rotates now. All the 4/10 cards rotate out, new sets come out. But ... the cards that stay are all 4.3. So now, you have to powercreep them again. 4.4, 4.5, 4.6, and by the time 4.3 rotates, its already powercrept. This is why the logic falls apart. If powercreep is neccessary without rotation, its just as neccessary with rotation. Again, HS is a brilliant example for this. When TGT and BRM rotated, it didnt matter, because MSOG existed. When MSOG rotated it didnt matter, because the Witchwood/Boomsday existed. And so on.

For the example of Sadist and self-sacrifice, I have 2 issues. One, polarising matchups always exist, thats unavoidable, but also this just makes a case for having a smaller format, not that that smaller format should be the flagship one. If anything, it again makes me thing it should be an alternative, secondary format that gets less support, because it needs less.

Uh, thats the thing though. MTGs standard is seen as just less "magic" than Legacy. And every playstyle standard has exists in Legacy, Legacy just has ... more.

Regardless, that loops back around to my point, these make a case for having an alternative format, but not for that alternative format to be the eternal, rather than the standard, one. Even in magic, standard is by now an alternative gamemode. Commander and Modern are running the scene, commander is the gamemode, and Modern is the competitive gamemode. Standard pretty much only exists to make draft chaff less worthless, but even that doesnt work that great nowadays.

I feel like I've already spent a lot of time trying to explain this, and it's okay if you don't agree but I feel like I keep repeating the same points. I'm giving examples from games I've worked on, tried iterations on, and playtested different meta environments. I feel like you're often telling me that things I experienced can't possibly have happened because of flaws in theory, but it's not just theory - it's drawn from games I've worked on and games my co-workers have too.

We also have people on our team, both now and when standard was first proposed, that were WOTC veterans as well as veteran designers or pro players of various cardgames.

That doesn't mean we're always going to be right, we definitely won't be, designers make mistakes all the time, but we have the benefit of seeing some more data and trying to solve the design and balance problems that we're talking about both with and without rotation. It's not hypothetical to us, we've designed within these environments.

It's hard for players because you don't see the many designs we kill because of these issues. You don't see the problems behind the scenes that come from them, or the nerfs we believe would be required to kill older archetypes like sadist in faeria.

There are reasons that a rotating pool of cards can be kept more sustainable overall while still ensuring new cards are competitively relevant, without power-creepign the game overall. This is largely due to a complex balance of the competitive ecosystem, as a deck might be weaker overall but strong if it performs a valuable meta-role. There are also techniques like the "endless staircase" where certain effects get stronger over multiple releases then rotate out, shifting the strength to different things at different times. But going through all that would require writing half a dozen articles at least. A lot of it requires doing the design work to really see the ripple effects in action too.

I've tried my best to explain the core, and I hope it's clear that the only reason we'd risk doing something that seems as unpopular as rotation is because we genuinely believe it's the best solution for the long term health of the game, to make the best competitive experience in any card game out there. We don't just want to make a competitive cardgame that limps along without breaking too hard, we want to build the best possible environment.

If we thought that not doing rotation was better, then not doing rotation would be the easiest thing in the world. We wouldn't have to do the engineering or UI work to build it. We wouldn't have to upset passionate and dedicated players at the prospect of it. I wouldn't be spending hours answering questions about it during my vacation either.

I understand you don't agree, and I respect that. Hopefully it's clear that we aren't doing this just because we're lazy or don't care about the game's success. We're taking a less popular approach because we have repeatedly run into problems that we haven't run into when working on games with rotating pools, and have run into when working on games that don't rotate.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by UNOvven

To respond to the edit, since I missed it early: It really is as simple as "it plays very differently". Or "it has cards I cant play with currently". And its not uncommon for those cards to be cards so broken theyre still banned. Its not because they dont want to play with newer cards though. The people playing these formats typically play modern formats too. Those who just dislike new cards, theyre the people you see on EdoPro going "no XYZ/Link/Pendulum/Synchro/Whatever", who are ... well theyre kind of a joke in the community.

First of all, YGOs powercreep doesnt even hold a candle to HS' powercreep. In YGO its pretty common for a 5 year old deck to still be viable. In HS, its unheard of for a 1 year old deck to still be viable. If anything, YGOs powercreep is most similar to MTGs, though its ahead. Second, powercreep is not why these formats were created. Again, its just people wanting to play older formats they enjoyed. Its the same as Magic having 93/94. If anything, the motivation is similar to the motivation for why people prefer non-rotating formats. And third, since this seems that way to me, theyre not that popular. Its like less than 5%, and the people playing it also play YGO.

This idea that YGO not having rotation drives people away, into these tiny niche formats is ... mistifying to me. Because in reality, YGO is growing rapidly. Weve had multiple events so full, they sold out, created more room, and sold out again. There was one so full they created a second event at the same location just to handle the overspill.

No, what Im saying is that the cards that rotated wouldnt have been the cards the standard format competes against. Its the cards that powercrept them that stay in the format they have to compete with. In MTG, they just dont keep printing burn spells every format, and thats because theyre not super interesting. IT doesnt solve problems, because you shouldnt be wanting to print the same card over and over again. Why print more burn spells? Theyre not interesting. They dont add anything to the game. Youre just replacing what you rotated out in the first place. If even that. They juts print the same card, Shock, every once in a while. Its always in standard. they dont print anything that competes with it for that reason.

First of all, YGOs powercreep doesnt even hold a candle to HS' powercreep.

I was going to make my last reply my, well, last reply but this caught my eye and may explain some of the reasons we have such different perspectives. I think we might have very definitions of power creep.

The standard-legal decks from Hearthstone today seem much more similar in power level than the best decks from 2014 when it launched than the best decks in Yugioh do to the best decks from 2014.

If we compare the first 8 years of each game, comparing the decks of 2010 yugioh to the 2002 release is also a substantial differnece. Gladiator beasts, synchros, etc are huge spikes in power compared to summoned skull beatdown.

This doesn't factor in occasional broken outliers in various formats when some deck is WAY stronger than intended, as opposed to intentional and necessary power creep in eternal-focused competitive environments. Accidents are accidents, we're talking about necessities. Accidents lead to bans or nerfs, because something was much stronger than *intended*. It's not the same thing as power creep. After all, every standard MTG format for about 20 years has been weaker than the insanity of the Urza's Saga block - during which people joked that turn 1 was the "midgame". Likewise, pot of greed was going to have to get put on the banned, limited, or semi-limited list for the eternal format in yugioh even if it had rotation.

In any case, I'm going to have to stop here. It's been an engaging conversation and I hope I provided some new context.

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by Efrayl

It's not a well known game. It was a browser based game called Kingdoms. Always had trouble surviving economically but the small number of people that played it were hooked. When the old devs left, one of their players bought the game and tried to bringing it back to life (he was the one suggesting the above). Unfortunately, they could not sustain themselves and their Steam release failed so it just kinda died out. Shame, because despite the simple concept it had a lot of depth.

I always like checking out new cardgames. I'll see if I can dig up some info on it. Thanks. :)

over 1 year ago - /u/Dan_Felder - Direct link

Originally posted by kaneblaise

Is Hearthstone's Wild format an example of a non-rotating format you believe succeeds at the goals you're aiming to achieve with LoR's Eternal?

Or, while I'm sure it'll have its own unique elements, what format from another game is the closest design philosophy to what you're imagining for LoR's Eternal? "If you enjoyed X, we expect you'll enjoy Eternal."

What elements, if any, of those formats do you think need addressing / changing / are unideal?

Hearthstone’s wild format has some similarities but because that game is designed differently and the rotation mostly happens automatically based on time the results are very different. Malygos from hearthstone is just a good example because it was rotated manually from the non rotating clsssic set to the wild format which is a similar situation.

I’m not sure which eternal formal will be the closest to LoR’s from another game? Because the unique cards and properties of each change things a lot.