I don't know why I am doing this, but those thoughts have been floating around my head for quite awhile, and I think it is a good time that I gave them some release. Please note that I am not doing it out of any kind of malign purpose, I have invested a lot of my time, money, and thoughts into this game across the many years, and despite that I've moved on to Arkhame LCG, and despite all the flaws of the LotR LCG, I still love it and wish it best. That being said, I want to list for discussion some things I think were handled badly with this game's design, starting with...
1. One Active Location
The concept of only having one active location at a time regardless of the number of players is atrocious and leads to one of the game's biggest gameplay problems - location pollution in the staging area. Like a snowball, it keeps growing and there is little to be done about it, unless players have specifically prepared for it. Yes, there are ways to deal with this (Tracker), but when game forces players into a specific play pattern otherwise they're not gonna win - it's not a good design. Game should give options to play it, not eliminate them. Each player should have their own active location, and each location that has on travel or while active effects should affect only the player who has that location as active one.
2. Doomed
This is very similar to the next point, but since it is also printed on player cards, I made it a separate one. Doomed shouldn't threat all the players by default , period. I will go deeper into the problem with this in my next point, but while addressing player doomed effects, I will say that if a card taxes every player in the game with threat, its effect should scale for every player, otherwise the net cost increases with each additional player, while gains from playing it remain static. When every player pays 2 threat for 2 cards because of Deep Knowledge - it makes sense; when each players pays 1 threat for 1 resource discount that Grima gives only to his owner - it doesn't. And there is nothing to be done about it, because Doomed is a badly designed keyword, and only ways to go around it would be to either drop the keyword entirely and increase threat by text/invent a new similar but different keyword, or use very elaborate card effects that prevent other players from paying unnecessary threat. Doom should've been designed to only affect the player who draws the encounter card/plays the player card with it, and in rare cases when Doom should actually affect each player, it could've been resolved by having a text like "Each player triggers Doom 2", or simply having a keyword modifier "Doom All 2".
3. Encounter Card Design
Sharing the main sentiment with the previous point, this point is simple: there are just too many encounter cards that affect the entire party and not just the player who drew them. I even checked recent quests, and this problem haven't gone anywhere, it became worse if anything. For example, there is a treachery that makes each player either discard their hand or assign damage equal to the cards in hand among their characters. And thats just one card. It's a huge hit to everyone's health/hand in a multplayer game, and then each other player has to draw a card as well, which might turn out to be similar or the same card, hitting the entire party again. And they wonder why Test of Will so powerful. Because your treacheries are out of hand. Your cards are out of hand. The encounter deck already scales with each additional player by having each player draw an encounter card during the quest phase, you don't need to scale so many blasted inidivual encounter effects as well, making each encounter card draw grow stronger with the number of players. Arkhame Horror LCG took a very good note of this.
4. Enemy Design
Most enemies are too bulky and too powerful to be fun to play against. Seriously, why even have such things as defense and health for allies and most heroes, if they all are gonna die from just 1 hit from an average enemy in this game? You need a dedicated defender akin to Beregond to even stand a chance of surviving a single attack, most expensive (more than 1 turn worth of resources) allies can easily die from 1 attack, and when they don't from raw stats - shadow effects are there to make sure they do. Don't get me wrong, shadow effects is an awesome game mechanic, I'm not here to knock on it (I have absolutely nothing bad to say about it), but with enemies already so powerful right off the bat and most player entities being so helpless to survive even a single attack... it's just an overkill. And then there is defense. If you somehow managed to keep enough characters ready to the point when you are able to retaliate, most of the enemies have insanely high defense to the point a single attack dedicated character is not going to scratch them, so you can't even go through the long route of gradually killing an enemy across multiple turns most of the time, you must muster enough attack to take their gargantuan defense+health pools in one swing or you're stuck with them. Did I mention you need to dispatch characters to quest (during which enemies also hinder you via their threat) and defend before you get to this point?
5. Bad Starting Conditions
Oh boy, how many games are technically lost due to bad opening encounter draws. And if opening encounter draws weren't bad enough, you only start out wth 3 resources, with which you can't buy jackshit, but with which you are somehow expected to efficianly quest, attack and defend right off the bat. Players should either have more starting resources, or there shouldn't be so much encounter cards ahead of the first quest phase, unless absolutely necessary. Depending on a mild starting encounter draw to have at least the chance to play the game is not a very good design.
6. Insane difficulty on normal
For a game that prints so much bad/mediocre but thematic cards, this game sure does kick you in the balls a lot for trying to play with them. Balancing the quests around the top, most overpowered player cards sure makes it not very fun to play for people who are not trying to minmax. Sure, there are some mildly difficult quests, but they are in minority (at least the ones I am acquainted with, do rememeber that I do not pose as some omnipotent being, this is all my subjective opinion), and you shouldn't be gated out of the larger quest mass just because you're not a min-maxing meta abuser type . And then there is nightmare. It feels like difficulty-wise most of the quest in their current state should've been nightmare.
Edited by John Constantine