Maybe this cycle has been a reboot for new players to get into the game, since they may not have all the player cards to work with. maybe the scenarios are easier when a player has access to the complete set of player cards.
I would love to hear a new players perspective on this. Of course i could limit myself to the core set, HoN and cards from the cycle. Has anyone tried that? Any difference?
Hopefully, Morgul Vale will turn this around for me.
that is a good point.
as most here will know i am certainly not a new player, however i do consider myself more of a theme player than anything else, hence i enjoy a quest i can take my less powerful, theme-rich decks against (though some of my theme decks are quite powerful now we have hobbits and dwarves well developed)
so i have quite enjoyed the easier aspects of the current cycle and i like that ffg are still thinking from an 'lcg' perspective, and not a 'buy to win' perspective.
however for players like myself and many others on here who have all the current card pool i see how it can be dissapointing. a game is there to win afterall, and even though i dont come from the same line of thought as glaurung, i still sometimes want a super hard quest to put only my very best decks against....and of course get that 1 in 50 win rate
i know most hate when i say this so i wont dwell on it, but i usually take a weaker deck against these easy quests. last night i took a two different decks against assault on osgilliath, one was an outlands deck with all the power cards which won in a couple of rounds, and the other was a dwarf deck that was theme based that only just lost in many rounds.
out of those i found the loss far more exciting as it felt like a true gaming feeling, not that 'what just happened' experience you get with quick wins.
even as i type this i do wonder why, out of all cycles, this one is a return to the easier. given gondor's position on the frontline between the free peoples and sauron i initially imagined this cycle to be brutally hard....the hiers of numenor pack was more like this, however the cycle itself has a more narrative driven theme to it.
i particularly like this, but as i say above it was unexpected for me.
i think the designers have a particularly hard job in balancing challenge with access. i see this as one of the weaknesses of the lcg format - new quests have to be both accessible to keep to the 'lcg' format but also provide enough of a challenge to keep older gamers satisfied.
if this is to get new players into the game then i am all for it, hopefully it works. more players = more life for the game
Edited by richsabre, 20 October 2013 - 06:19 AM.