Rookie/Heroic Modes Announcement

By Duciris, in Marvel Champions: The Card Game

Shadows is definitely not a feel bad mechanic. Sure, it’s powerful, particularly in solo, but it’s such a theme win, I can’t help but think it’s cool when it happens, even if it essentially is screwing me out of a win.

Its ludicrous to call this a design fail in my eyes - the difficulty is pitched mostly where they wanted it. A couple of scenarios have a small issue because they don’t put enough of a clock on you threatwise, but generally they’re designed so that players not familiar with card games can play and win more than they lose. Expert mode increases that difficulty to the point that I don’t always win solo, which I think is generally fine.

They’ve listened to feedback from the player base, and I think it’s fair to say it’s varied - experienced card game players have generally decided that the game is easy by comparison to previous LCG’s, while new players attracted to a card game for the first time find it hard. There are multiple ways to adjust the difficulty of this game, either yourself or tools the designers can be used, but they’ve provided a couple of simple variants for the moment that can make the game easier or harder, leaving the option for further future development if they want. It’s not intended as a magical cure all for difficulty, but it’s easy for them to put out and for players to implement. They didn’t need to put out anything. It’s entirely optional. More optional stuff is better than less optional stuff...

@FearLord Exactly. They didn’t have to over haul anything to make the Rookie and Heroic modes work. The fact that tweaking a couple knobs didn’t invalidate the game as is shows how well the design is.

In contrast Nu-L5R is having the problem of starting too complex. Skirmish is nice but having to gut strongholds, a big proponent of clan identity, to make it work shows how much a problem the design is.

A good game should start off simpler for accessibility, then progress to to more advanced mechanics.

I think hardcore gamers have a tendency to forget that there are a lot more people who are more casual about their approach to games who want to play but don't want to get stomped on by the game. I love LOTR LCG, but it's definitely not a game for people who aren't fond of crunchier game mechanics and punishing scenarios. I like that they started off simple with MC and have been introducing more mechanics slowly with the releases of new heroes.

I agree, the upwards curve possibilities are much more accessible than going the other direction. This game is great for focusing on getting new card game players or appealing to a broader player base than previous LCGs. Hopefully it's paying off and that in the months to come the data reflects a greater uptake rate of new members than the previous pattern with LCGs (of growth, stabilisation and then attrition downwards).

I have no issue with how they have structured the increase in difficulty. Its an easy, cheap way of increasing difficulty and you yourself can dial that difficulty additionally with different modules. You can also, which doesn't seem to be mentioned add more modules so for example Rhino Heroic plus Bomb Scare AND Legions of Hydra gives you all the Hydra cards to deal with (if you are Captain America) making Rhino much more challenging. I like putting in Running Interference with Green Goblin as well as Goblin Gimmicks because it feels more thematic to me. Tombstone helping Osborn while the Goblin still has all his tricks. Its my favourite scenario as it has the most comic story feel about it and is certainly challenging on Expert let alone Heroic levels. The tough one I am finding, as is Team Covenant is Ultron Heroic 1 with Doomsday Chair. I have tried Captain's America and Marvel first Protection/Leadership then Leadership/Justice and while I have come close Ultron III tends to kill Captain Marvel before she can do him in. Black Panther Justice and Captain America Leadership also do very well but again once Ultron III arrives they just don't have the hitting power to bring Ultron down quickly enough. The only way I see a win occurring is to keep Ultron as the Crimson Cowl as long as possible (by adding Under Surveillance +4 to main scheme). You have to avoid the Assault on NORAD for as long as possible when against Ultron III to stop the generation of more Drone (with _1 ATK and HP as well as rendering Ultron invulnerable) or additional threat. So far I have one won game with BP Justice and CA Leadership and that was due to early lucky card draw. While very frustrating I never found it boring as, like Team Covenant I hate to loose. Well done FFG imo.

Edited by James Ravenwood