Hi all,
Long time player but first time poster here.
To give some background I have played in order all the quests upto the first part of of Against Shadow cycle. Have all the other stuff sitting in a closet so will get there slowly.
I used to love this game - I played about 3 games each night with my wife screaming in my ear to stop. Lately though, I find myself concerned about some trends in the game design that have made it hard for me to remain optimistic about the health of the game going forward.
For all the good things that come with a co-op LCG, the one bad thing is that it is much more affected by powerful player cards. In a competitive game, if you and your playgroup decide that a card is simply too powerful, you can all omit that from your decks and pretend it does not exist. In a co-op LCG, the designers need to make encounter decks that acknowledge and remain a challenge to all deck types, so if you omit all the powerful cards, the encounter deck will start stomping you sooner or later.
The 3 main problems have been the Dwarves, Glorfindel, and Outlands.
Dwares with Dain are too powerful, and I find that after I left the Hobbit I had lost all interest in running with essentially amounts to a deck type to make sure you have Kili or Fili in your openign hand and run to 5 dwarves and call it a day. The fact that Boromir (leadership) only pumps up allies with attack versus Dain who pumps up all charcters with willpower and attack speaks volumes to how stupidly he was designed. I cannot believe they have not changed this. At least they changed the stupid battle master that could be played with 5 attack to start without a single ally in play. I find that they are trying to regin this in, but they need to errata Dain.
Glorfindel (spirit) is another card that it too powerful. The problem is that to beat scenario its pretty hard to exclude spirit from your decks. It offers too much cancellation and willpower to be replaced and is very hard to beat most quests without a spirit hero. The problem is that the spirit allies aren't anything great, so most folks run 1 spirit hero. When you consider Glorfindel, it makes no sense in the world to run anyone else. With LOV you get essentially a free action with his massive stats, insanely low threat and good pool of hit points. However, the card that really makes him bonkers is his horse attachement that lets you clear out locations. Most quests needs location management, so you almost have to run him in order to clear out locations. The game basically forces you to use him, as without him you cant clear out locations unless you run a bunch of Northern Trackers or something, and even then you cannot laser in on locations like Glorfindel can. Its just stupid design to force you to run one hero.
Finally we get to Outlands which honestly feels just lazy. Whats the point here? Run 1 hero, slap on a steward and just draw and play allies mindlessly until you overpower the game. Sigh.
I totally understand the consensus that says just dont use these cards, but if I choose not to run Glorfindel or Outlands or Dwarves, can I really beat any of the modern quests without bashing my head in? Because of the co-op nature of the game I have no choice, the designers will have to up the difficulty to account for players using these cards. Its just making the game boring for me and less fun then it used to be.
I really hope they errata Dain, add some other way to clear out locations, and change Outlands so you get only one boost in willpower, hitpoints etc no matter how many of the same allies you have played. Otherwise, I just feel sad that what started as a great game seems to be going down the tubes.