They both actually are, and my feelings towards them are irrelevant. Even if they were two of my most loved game features, they create unhealthy game situations which you can't argue against. It doesn't make mathematical sense. Quests are easier in multiplayer, especially in early cycles, because of bad game design decisions. Off the top of my head, I think second stage of journey down the anduin has you revelaing 1 additional card each quest phase regardless of the number of players, so if you're solo - your encounter card count doubles, if you're four players - your encounter card count increases by 25%. If that's not an objectively bad game design decision in your book - I don't really know if there can be anything objectively bad for you at all, and just propose to agree to disagree. " Having elements of the game that scale against multiple players is IMO *good* design " - there is already an inbuilt scaling element: number of encounter cards on setup (sometimes) and per turn scales with the number of players. There is no actual need to scale and spread the effects themselves, because if in a 4 player game each player drew a card that affects each player, then players have essentially drawn 16 worth of encounter cards, and this is an objectively bad design outcome.
It doesn't to you, it does to me. I see this as an evolution. Bad design elements get shaved off, better and more refined ones get introduced. Don't really see the point of Marvel Champions dropping locations altogether as a supposed fix to only one location problem. I didn't play MC, but I watched some vids, and if I remember correctly, the way questing there works is you just exhaust a character and progress immediately pops up. The concept of locations from LotR simply doesn't work there in any capacity. Also I'm fine with effects that affect each player in general, I'm not fine with the amount and power of them that are used in LotR. AH LCG also has effects that affect all players, but they are much more sophisticated and make sense.
I don't see how Doomed situation can be addressed by the designers in any capacity except for crutches like Saruman's staff.
Because reboot would imply they would need to make new content by the new standards. There gonna be no disbalance due to the gap between god tier and thematic trash cards, there would be no 900 basic attack enemies with 1000 health popping on first turns to get you regardless of your threat, etc. Of course the designers do what they do - they're in this too deep. They can't just abandon their design philosophy at this point, or many previous points. Magic the Gathering is one of the worst competitive card games on the market, immensively outdated (I'm not gonna argue on this, I'll just say that a game which you can lose just because you didn't draw mana or drew too much mana is not a good game) and is in severe need of reboot and rules revamp, but it's never gonna happen. Why? Because they are in it too deep. If they do it, they will lose on profits, they will invalidate the collections of all the people who are bringing them money. So they're not gonna do it. Are they correct from the financial standpoint? **** yes they are. Are they correct from the gameplay standpoint? **** no they arent.