Man, I couldn’t finish this video because it was so much of a bummer. I miss LoR like crazy. It was the first TCG that I was actually able to play competitively because I could afford all the cards. Thanks for the memories!
For me, was the best Card Game ever made. In terms of just purely playstyle and skill, I think Artifact was better, but LoR was the complete package. Now, in the "collectable" department, LoR sucked. There was no component of "completing my collection", which most card gamers love.
@@GrappLri guess that was the issue, it was really free to play and it missed that collection department, maybe if they did what pockemon pocket did now with rare variants it could have worked for them.
This failure really hurt me personally. This game had so much potential in both mechanics and storytelling, and is now barely hanging on a thread. Ambesa and Warwick feel like this may be the final
I know this might be a hot take, but Swim choosing what he did kind of left a hole in the community. He was a Mobalytics team member, brilliant deck strategist, and a lot of fun to watch. He helped round out the community with Graplr and Snnuy. I watched so many of his videos to better understand the game. I really wish he could have put himself in better positions to make better choices. After he left, the game just didn’t feel the same.
It definitely effected alot just going out of no where being the top watched on yt and twitch for lor he would just bring in random new peolple too boosting the lor category but oh well.
Idk I understand the gamba point of view but for me, the balancing and general pvp game direction is what killed it for me. Addictiveness kind of came from wanting to play new champs or hear new lore interactions
Agreed, wish this was talked about more. The new champions added felt pretty boring and uninspired mechanically. Balancing was always kinda off. Also, it was pretty difficult to return after taking a break, not very generous for returning players. Otherwise, I loved the game.
What I wanna is say is that It seems Marvel snap saw Lors failure and went in the opposite direction but took it to the extreme. It’s sad tbh because what’s holding both these great games back is monetisation
The only "A+" F2P experience in card games I've ever played. At the start I was loving the roguelike/deckbuilder mode, but when I got tired of it, there wasn't a good competitive scenario anymore. That said, it was a good run.
What killed my enjoyment of the game was the "metatification" of the game. When i got in it was incredible how you could bring an exotic idea to life in a few min and have and deck no one else plays. But after a few extension this feeling left the game. I would always see the exact same decks and those optimized killing machines where too strong for the more exotic strategies to exist. A game cant have that as his main appeal because there will always be a swimm.
Mobalytics and similar services were huge responsibles on LoR's death. A reason which I never reached Platinum+ was I always played my own creations. I fu king hate meta players.
I think the sunk cost fallacy is a reason people still play hearthstone but making new cards hard to get also increases the longevity of an expansion by a lot. I always felt like expansions just didn't last long enough in LOR which led people to quit instead of keep playing. I also had this weird issue where after i stopped playing the game was actually quite hard to get back into because i had already cleared the whole rewards track and spent all my currency, i was left in this weird state of waiting for weekly rewards to get a few more cards which just made me quit again
I hold the exact opposite feeling. I was only able to get into LOR because I had the ability to drop 20-30 bucks and make the deck I want at any given time. I only stopped playing when the meta got stale and they weren’t reacting fast enough and when they ended pvp support
Expansions being just 3 champions were a huge issue to me. Bandlecity release was the last time I seriously tried to climb ladder or experiment with different decks. After that I just felt that 1-3 extra decks added to the game were just not worth it to sink in time, so I would just play for a day or two and then drop it back and go play something else.
Something that I think people don't remember I forget to mention is that when the game came out it wasn't just f2p friendly, it was P2W UNFRIENDLY, people couldn't spend money to buy all the cards right away. I remember lots of HS streamers being annoyed that they couldn't just buy cards at the start because they wanted to make content around the game and felt time locked. Another issue worth mentioning in my opinion is their failure of the draft mode, HS arena streamers had no interest in it, partly because it had no risk/reward involved like HS arena.
It was definitely non p2w friendly! And the rate of card acquisition was great in set 1. But after that, people had stockpiled so much dust, that future expansions were instantly obtainable.
I agree with the first part, but I was a heavy arena player and played runeterra for the draft mode. The draft mode simply had a few issues that would've been pretty easy to fix.
The real problem was LOL never doing propaganda or some event for LOR if you remember Lor was entire like a beta (literally you need to search about the game, zero play now and sh1t) with every season having an animation And like i say they never put effort as they did for TFT or Wild Rift 😂😂 I feel bad for the people in LoR because they have more creativity and ideas than actual LOL design of champions
Im not a competitive gamer, i dont play lol, i play tft but only played on hyper roll, I've also quit lor but god damnit i love this game. While lol is the one where the story of runeterra emerge from, you can't lie about lor as the one most active in expanding the world of runeterra, and dare i say even more than arcane
Where it fails to me is when they decided to cut champion level up animation, cut voices, and interactions. They just concentrate in PvE instead of PvP, after that I just lost interest.
Riot stated that they revisit Warwick and Ambessa and give them VO, Animations (and possibly new followers). They pulled back from the generic level up.
I def. have to agree with you that LoR had the opportunity to take our money away if they had a better Gachca system. But im just disappointed that they put the LoR client tab in the LOL base too late. I think if they were to fix this is not just look at hearthstone but many successful other card games like yugioh, pokemon magic. I mean I thought yugioh was dieing but they still have like 2k players at YCS
in my humble opinion, the best and most fair card game ever created... im so sad that it got to be this way... i spent all my dawns with grappler on twitch, it was pure fun! i will always remember
LoR was such an amazing game, but I knew from the moment I started playing that it was monetized TOO fairly. This isn’t just bad from a profit standpoint, but a lot of gamers expect at least some gambling in acquiring cards for a game like this, and it’s actually very important for longevity. In paper card games this has been proven over and over than collectible card games outlast expandable card games.
LoR was increible, and i blame part of the fail on Riot main directors, They took a lot of time to Add a Button to the RIOT CLIENT like tft had to play inmediatly. Cosmetics and Battlepasses were not very good put togheter. Prismatic cards were a downgrade in a lot of card that have Marvelous art. Boards were nice, but too little. Vaults were amazing for casuals, they made you Play the game more so you get the juici lv up. I love LoR, and i m sad how it turned out.
it brings back good and bad memories, but it was by far the best part of the league community hands down. it was the only time people from league get together, brainstorm, joked in a community setting. i hope league finds a way to bring us back to lor or they can recreate an experience similar to it. if they made a game and you can play lor as a minigame with people or something I think the game would still have a chance to live. But it was a perfect storm, everything was near free which i love but in a long-term sense i now see how that hurt them.
I have played all the popular CCGs on PC and in real life. And Runeterra is the best. The problem is that it’s a very small niche. There are few players who enjoy card games. The same might happen with 2xko, it will most likely be very good, but its online player count is unlikely to even reach 10k people in a couple of months. Casual players who don't want to think and progress. Even LOL might die because of this.
He wasn’t though. This was Riot propaganda. They failed because they made nothing worth buying. All the extra stuff was straight up ass. So many options and ideas and they went with half-assed cosmetics. Then cried that they were to generous giving out cards lmfao Funny seeing the propaganda still being upheld.
i was in love with this game since release. I am a fan on TCGs, i fell in love with what this game had different on top of it being about league of legends. Got 3 of my friends that were HS players into LOR. THEY L O V E D it. They said they like the difference of the game being more about knowledge of how the matchup goes and they love the interaction that could exist between player turns. I also loved your vids grapp. I still watch LOR videos from years ago and i am very sad that the game is gone ...
Saying the game did nothing wrong and people were just already glued to other games says that this guy wasn't actually playing the game and is just guessing why it failed,it is what it is
Agree. I started on Riot's games with LoL. I used to play League hours and hours, but by the release of LoR, I did quit LoL at all. I know I am only one case, but what that guy said is just a poor excuse.
It's pretty simple and blows my mind that it doesn't come up more often. Riot did not leverage the existing league playerbase. TFT did because it was in the league client. It would not have been as successful if that was not the case. LOR didn't get the league client button until it was already dead. I had friends who played league everyday, watched arcane, bought merch, etc. not know the card game existed. When Grapplr says it had a large playerbase i have to disagree because it should have been much higher. The very forgiving monetization structure of LOR could have worked with volume. You need way more people playing the game so that the few whales offset that cost. Yes there is the "Give me something to buy" argument that's valid and a whole other conversation but the reality is, LOR died because a statggering amount of existing league players didnt know it existed. Why LOR didnt get the button until post mortem is truly one of lifes greatest mysteries.
It's kinda funny that they say that gamba is the most exciting part of the tcg. I personally dropped Shadowverse for LoR after ~3 years of playtime and mild financial investment because of terrible gamba roll that season (5 legendaries out of 100 packs with 2 of the being skins I couldn't use in game). Thing is, despite being willing to, I never found a good way to spend my money in LoR. Cards were easy to get just through play, foils are probably worst that I ever saw in any ccg, and both boards and card art felt overpriced for their worth to me. I would've probably paid for PoC in some way, but it was mostly free, and when they announced that they're going to add harsher monetization to it, I dropped it mainly because LoL at the same time added a mandatory spyware.
Havent watched the video yet. But for me personnaly my reasons to stop playing were: Game was too aggro. The nexus health was way too low for them to release reasonable statlines for the cards. You’d have 2 mana 2/2s with decent effects and like 6 mana 3/4s. This never felt natural to me. Every expansion had wayyy too many new mechanics. It felt very overwhelming. The deck building started getting very bad. The decks were basically pre designed and there was almost no room for creativity. It got even worse with the Bard and Jhin expansion or even a bit earlier with the azir expac where the decks were pretty much prebuilt. Also there was almost never any support for previous decks or any wacky/fun decktypes. Edit: ive watched a bit of the video and i dont really agree that gambling for cards is the reason. Me and my friends have been playing yugioh for over 6 years now with all cards available. We play our own custom format and we love it.
man I love this game and they stop pouring more cards and champions in it because of the lore shift I think, but still that doesn't stop them from releasing new cards and giving new content
Even now looking back, even though I stopped playing LoR years ago, I still consider it the best online card game and one of the best card games since MtG. It's such a tragedy that it failed the way it did, because it really is a fantastic game in every aspect. Monetization, gameplay, lore, cosmetics. All of it was perfect.
I remember just being a casual player, hitting gold every season. Only twice did i push for Diamond. And every time there was an expansion I would just get all the new cards for all the currencies I have collected passively. Too sad that such a buisness model did not work out and killed the game. LOR was my introduction to TCGs and it really spoiled me as well. I hate dropping money on stuff likt MTG Arena, where I do not even get real cards so it feels so incredible wasteful.
Being the best in a dead genre is always a problem. It's also impossible to play casually. I once heard a Hearthstone player describe it as "too sweaty," and I think that's kind of true. Digital card games work best when they're asynchronous, pick up and play kinda things. I think LoR was the best version of a kind of game that had a low market ceiling. It didn't push the overall form and format enough to be it's own game, instead trying to make the best version of an established Archetype. This is also what League started as, just trying to be a Dota sequel that streamlined and simplified aspects of the genre, but that turned out to have a way higher market cap. I'd love to see them take another Crack at a Freemium card game but just bin all existing expectations and try to come up with a novel format, push the boundaries.
I don't think the generous model killed the game on its own. If you make a new ccg and have a shit progression I don't think it has much of a chance of that game making a move on the market. The mechanics behind the game are absolutely great. And I say that as someone who has played HS, Gwent, Faeria, Duelyst, Kards, Artifact, MTGA, TES:L etc. and was top ranked in every single one of them, LoR just has the best part of Magic combined with a modernized experience. When they made the announcement for LoR, it broke my heart. I was never a LoL player, but this game made me fall in love with the lore. The only reason I bought cosmetics was because I wanted to support the devs. I was so sad when they shut down PvP support.
No advertisement, deck building that was watered down to: put together 2 champions and their packages, card acquisition that lets everyone play top tier decks on day one, matches being too long and exhausting bcs the game was too interactive with the spellstack, u couldn't play any spell without opponent having a say on what happens... The game was too taxing on the brain, LoR regularly had matches last longer than ur average League game... I remember when Marvel Snap came out, it was really a breath of fresh air for most LoR players, u had a really fun and interactive card game where matches last 3 minutes instead of 20 minutes, you could cut ur losses, losing a match didn't feel as bad bcs u didn't waste 20 mins of ur life just to lose etc. I feel like release of Marvel Snap was really the moment LoR started going downhill, at least for me, Marvel Snap made me realize just how exhausting it is to play LoR at times...
everyone has their own opinions of what happened. IMO the 2 biggest are not a playing with friends oriented game and having to compete with the much more popular, already established strategy TFT. Really good card game, will miss it dearly
Hello fellow former VainGlory player. I do want to add some other reasons that lead to the game's demise: - bad connection problem - bad optimization for phone - the remove of wild card for skins: the playerbase did have fault in this when there were a lot of ppl doing illegal payment at that time
@@quocanhnguyen8000 Nah, bad connection was only really a problem in indonesia, phillipines, thailand and vietnam. India was still developing rapidly at the time. Optimization was kinda nutty, considering it ran on cheap android phones and still looked better than pc mobas. The wild card system was the biggest downfall in the game, it gave the player the ability to get exactly what the want consistently without buying ICE, it prevented SEMC from collecting the money needed to keep the game running, and the backlash that came from removing it didnt help.
Shitty marketing strategies (basically, no strategies at all) killed my 3 favorite CCG one by one: MMDoC (Ubisoft, Might and Magic universe), TESL (Bethesda, Elder Scrolls universe) and LoR. TESL and LOR could easily use cross-game promotion, but no... How many Elder Scroll Online (ESO) players know about TESL? Or LoL/TFT players about LoR? Not too many. Make an event, give something from one of yours games to other and vice versa. Is it so hard or what? Have you ever tried? I can remember only 1 cross-promotion in TESL (on Brotherhood set release), they gave an mount (black wolf) for ESO.
@@xVanquishx As someone who in the past played Mobile Legends, Arena of Valor and currently Wild Rift, what held me back from playing Vainglory was how it had more hardware requirements and also being 3v3 as the standard game mode.
Vainglory killed their own game when they alienated the people who made it popular in the first place by completely shifting to 5v5. It’s weird seeing the dev propaganda for that game still being spewed by fools.
As much as I loved (and still love) LoR, it didn't helped indeed the fact that the timing of this game was in a moment in time when I feel most of card game players were kinda fatigued with the CCG formula (Hearthstone, MTG Arena, Artifact, etc), where all of this great card games popped up at the same time, and it was really difficult to keep up with every single one of them. So if one game failed to deliver CONSTANT interesting content for player to dig up, it was basically losing crucial momentum. That's why I guess card game is such a goddamm hard genre to nail.
Sad this happened to LoR, but I'm still happy the devs are still doing what they can with PoC. With their newest post about still doing animations and voice lines for pve champions, I'm glad the LORe part I love still live on.
Also that the game wasn't intruduced to China which has a HUGE league player base, lot of people still play lor with vpn despite there is no cn serv. As a LoR streamer on bilibili i saw a lot of feedback that says they want to play the game so bad. But the cn serv has never existed :(
I think paying for packs/cards is a necessary barrier to entry. I hated the feeling of losing to the basic board with a basic poro spamming basic Braum emote. Some f2p schmuck that netdecked the top deck from swim's website running on autopilot.
@@derpaboopderp1286 unironically yes. When someone PAYS in they're vested into the hobby. They learn the intricacies. They WANT build decks of their own. They want to try something other than top 3 meta decks on repeat. When I played paper MTG my group all had our standard tourney decks sure but all of us also had multiple "fun" decks and would even try to craft new competitive decks. LoR really felt the opposite of that. People netdeck and autopilot. They didn't know how to even properly build a deck on their own. A barrier of entry will keep these kinds of casuals away. I would go to a 5 round FNM and go up against 5 different decks. I went on LoR and would get Irelia/Azir 7 games in a row.
@@KeijiMaeda86 comparing any card game to magic is problematic, magic is by far the best card game when it comes to deck building the only limiting factor you have is your mana which could go even infinite Lor (compared to magic) is much more limiting
@@yoruichixx6951 but I'm not talking about the mechanics of the game. That had nothing to do with it. I could easily use any other card game that you need to pay for as an example. I played Yu-Gi-Oh too very long ago and it was the same
OMG bro I feel you on the failed games thing. My own channel never really took off and probably never will (dunno why I still make the effort on occasion lmao) but the last two games I was super hyped for were Paragon and Anthem - both ended up tanking spectacularly and both had massive, wasted potential (Though Predecessor is doing a pretty good job of trying to bring Paragon back) As for LoR, I still play it and hope it continues - Shen just made a statement the other day in response to the overwhelming backlash against the frankly unacceptable quality (or lack thereof) with regards to Ambessa and Warwick.
the game was literally perfect good meta for the most part, fully f2p, fun mechanics... it was so much better than every other card game imo but it still died somehow its sad.
Really sad LoR went down the way it did. Deckbuilding is my favorite aspect of card games and you could get really creative in LoR. Eventually the power creep and imbalance was too much for me though with all the aggro and omegapog value engines running rampant.
I wish they would have added the 2v2 to the base game and with our own deck instead of a limited time event. That mode was the must fun I had with the game and its still feels weird that they took all the time to create a brand new ( and pretty epic ) game mode just to throw it in the thrash immediately. I feel like that was there golden ticket that could set them apart from Hearthstone, because Hearthstone's been trying to make a 2v2 mode for the past 10 years and have probably now give up on it.
Also there were some horrible metas that caused a lot of people to quit. The blade dance incident should be a cautionary tale about balancing on win% only. They got balance right at the end though, Darkin expansion was awesome
I think a big issue was how easy the ranked system was, spamming brainless auto pilot meta decks, I could CONSISTENTLY reach masters without ANY effort, got boring VERY fast and if I tried to make my own deck I'd verse the meta myself and feel demotivated when I get demolished, kinda like TFT , ride the meta wave or STRUGGLE
I’ve been playing a lot of TFT recently, and my main question here is: why can TFT be even MORE free to play than LoR, but still bring in plenty of money? You literally can’t pay to win if you tried. I guess the cosmetics gacha system is just better? Plus it’s in league client?
I hate opening packs and getting lucky because I’m not a lucky person, I’d much rather work for my cards I’ve collected. Thanks gambling addicts for ruining a great game
The game became split between pve & pvp. The choice to do so forever rolled the dice on the game. I wanted a hardcore casual forward competitive card game not a rouge lite
I would've liked Arena to be mentioned. I quit playing after it was gone, it was probably too rewarding, and rewards aside I enjoyed it so much I spent most of my time in there.
TLDR: The game was great to play, and fun to watch when you knew what was going on, but it also had it's fair share of problems leaving a limited community that didn't spend nearly enough on the game to support it going forwards. There were some unfun moments but I always found myself coming back to it, because I truly believe they made one of if not the best card game on the market. Loved LoR and was incredibly sad to see it go since I never found that same joy in PoC. However, this isn't to say it was perfect. Off the top of my head, prismatic cards sucked, shiny and cute borders are not enough to make anyone care enough to bling out their deck the way they would a game like Pokemon TCG Pocket. Skins were some of my favorite things in the game, the art and lore on every card was great, but skins were champion exclusive, there was no way to really make the rest of your deck stand out. I don't know if giving followers skins would've been feasible, but I can't say I was ever inclined to ever spend money to make a Fleetfeather Tracker prismatic. I just got my favorite skin for my favorite champ and moved on. Towards the end of PvPs lifespan a common sentiment that I saw among content creators was "Please LoR give me literally anything worth spending money on," because you'd get the $5 battlepass, and maybe 1 or 2 $10-$20 skins, and that was it for the expansion. I understand that the lack of sales is why the changes happened, but as battlepasses began to come out with less and less content, they couldn't possibly be surprised that less people were buying them. No more interactive boards, no more guardians, just a couple of emotes, 2-3 skins, some cardbacks, and PoC stuff that honestly should've probably been separated. The people playing PoC probably don't care about the rest of the pass, and the people not playing it don't want the PoC stuff in the pass. I will forever be salty that it took them until after the announcement in 2024 to put a button for LoR on the League client. I do not care how difficult it was to implement, to do something that a community has been asking for forever ONLY AFTER downsizing and killing support for half the game feels like rubbing salt in the wound. There were literally memes on Twitter about "LOR MENTIONED" because of how bad they were at letting people know the game even existed. The gameplay side wasn't perfect either, we had a fair share of unbearable metas from Azir Irelia to the Gnarpocalypse. A small community due to poor reach becoming smaller due to poor gameplay is never a good thing. The expansion with Neeko, Nidalee, and Poro King was also a low period, since the three champs honestly had very similar board centric strategies that made them feel less unique. It felt boring, and stale. Despite my criticisms, I want to extend a genuine thanks to the past and current members of the LoR team for putting so much heart and effort into a game that I grew to love and spent so much time playing. I will never run out of praise for this game, and I am grateful to be able to say I was a part of it's community while it lasted.
I played LoR since the Release with some breaks and finally was able to having even more fun with some new cards and hitting Master. 2 Months later they said they stop the PvP. It really is said. Was my favorite Card Game and ist waaaay more fun to play vs real people than the Path of champions. It was funny but nothing in comparison to PvP.
Its the best iteration of a card game. its fair and consumer friendly. I just dont see how you keep it persistently attracting new players/bring back old players. The pivot to the pve crap completely turned me off from it personally.
I feel you GrappLr. My first game to no life was Dragonica, which was shut down. My second game was MapleStory 2, same thing, and my third game was LoR. Well... xD
Man I still think its insanato how LoR failed. While I know its not possible, if LoR was a part of the LoL client like TFT and had support with the eggs and let achievements and purchases cross unlock emotes or unique art for each other I think the game would have been more lucrative. Imo that was the downfall of LoR, the lack of purchases being usable in the other games, I think it would have been fine without the addictive collectors portion, but it had to pick one.
Simple reason it failed, It was too complicated. I could never get a friend into the game due to stopping every 5 seconds to explain what every keyword was and how interactions work.
Sadly the game was too f2p friendly i usually dont mind spending on games like lor and HS but after a while i had enough to create new new decks for a year never felt needed to pay which sadly as it was by far the best card game i ever played. Really hope they do 2.0 LOR
I still think Bandle city was the biggest reason for Lor's failure. There were enough payers, you immediately matched into games, some videos reached near millions of views and it was performing nicely on twitch. Obviously there were monetisation issues but if the PvP aspect of the game wasn't butchered by the effects of Bandle, the game would've been able to pay for itself or even provide profit eventually through cosmetics had people seen point in buying them (why would I buy cosmetics if i hate playing PvP because Bandle City killed deckbuilding and balance). This dogshit region ruined everything the game stands for and people were starting to quit on mass. Becoming PvE was a matter of time since this disaster of a region was added to the game
LOR was so fun and im so sad to see it fail honestly and I've played so many tcgs. I had more fun with this game over most like hearthstone and shadowverse.
I still mourn LoR´s death... I think the reason they failed its they lacked greed, the cards were "too free" come to pokemon poket bro... its doing good these days
For me netdecking kill this game. Everyone just run the same top deck flavor every new season and it killed the deckbuilding aspect of the game. Net-decking is impossible to address directly but indirectly I think the Dev should have tried to make more styles relevant. For quite a long tim, the devs become arrogant and distant from the player base (I remember at one point on Reddit they dismissed any opinions that tell them the new cards are over-tuned).
I am incredibly sad to see LoR fail.
Tru dat sir
Same :(
We lost one of the greatest card games released in recent years
It all went downhill when Riot introduced Rotation...
@@2Kaleb Or, maybe they should have monetized it better. Standard didnt make people spend less money, they just didnt give us anything worth buying
LoR is my first and deeply loved card game. Played it for 2 years until Feb 2024. So much fun there was.
Same for me here. I fell in love with it and religiously played everyday until february. It hurts so much
It's genuinely so sad seeing a game die for being too good. I wish CCGs were a bigger niche
The Jesus Christ of the CCGs
It’s didn’t die because it was good lmfao It died because they’re morons.
Man, I couldn’t finish this video because it was so much of a bummer. I miss LoR like crazy. It was the first TCG that I was actually able to play competitively because I could afford all the cards. Thanks for the memories!
For me, was the best Card Game ever made. In terms of just purely playstyle and skill, I think Artifact was better, but LoR was the complete package. Now, in the "collectable" department, LoR sucked. There was no component of "completing my collection", which most card gamers love.
@@GrappLri guess that was the issue, it was really free to play and it missed that collection department, maybe if they did what pockemon pocket did now with rare variants it could have worked for them.
Riot took 8 years to create the greatest digital card that ever was. RIP LoR❤
Don't be sad that it's over, be happy it happened. I found your channel thanks to LoR, and I stayed for your personality. For that I am greatful.
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This failure really hurt me personally. This game had so much potential in both mechanics and storytelling, and is now barely hanging on a thread. Ambesa and Warwick feel like this may be the final
LoR gave us the King of Papayas and for that I’m grateful, thank you Grapplr for all the laughs and missed allegiances.
I know this might be a hot take, but Swim choosing what he did kind of left a hole in the community. He was a Mobalytics team member, brilliant deck strategist, and a lot of fun to watch. He helped round out the community with Graplr and Snnuy. I watched so many of his videos to better understand the game. I really wish he could have put himself in better positions to make better choices. After he left, the game just didn’t feel the same.
It definitely effected alot just going out of no where being the top watched on yt and twitch for lor he would just bring in random new peolple too boosting the lor category but oh well.
Idk I understand the gamba point of view but for me, the balancing and general pvp game direction is what killed it for me. Addictiveness kind of came from wanting to play new champs or hear new lore interactions
Same
Agreed, wish this was talked about more. The new champions added felt pretty boring and uninspired mechanically. Balancing was always kinda off. Also, it was pretty difficult to return after taking a break, not very generous for returning players. Otherwise, I loved the game.
4:01 so true, omg, i can literally say every text from every card on the 1st expansion, thats crazy
What I wanna is say is that It seems Marvel snap saw Lors failure and went in the opposite direction but took it to the extreme. It’s sad tbh because what’s holding both these great games back is monetisation
The only "A+" F2P experience in card games I've ever played.
At the start I was loving the roguelike/deckbuilder mode, but when I got tired of it, there wasn't a good competitive scenario anymore. That said, it was a good run.
Man, the "breathe" music video was something else
What killed my enjoyment of the game was the "metatification" of the game. When i got in it was incredible how you could bring an exotic idea to life in a few min and have and deck no one else plays. But after a few extension this feeling left the game. I would always see the exact same decks and those optimized killing machines where too strong for the more exotic strategies to exist.
A game cant have that as his main appeal because there will always be a swimm.
Mobalytics and similar services were huge responsibles on LoR's death. A reason which I never reached Platinum+ was I always played my own creations. I fu king hate meta players.
I think the sunk cost fallacy is a reason people still play hearthstone but making new cards hard to get also increases the longevity of an expansion by a lot. I always felt like expansions just didn't last long enough in LOR which led people to quit instead of keep playing. I also had this weird issue where after i stopped playing the game was actually quite hard to get back into because i had already cleared the whole rewards track and spent all my currency, i was left in this weird state of waiting for weekly rewards to get a few more cards which just made me quit again
I hold the exact opposite feeling. I was only able to get into LOR because I had the ability to drop 20-30 bucks and make the deck I want at any given time. I only stopped playing when the meta got stale and they weren’t reacting fast enough and when they ended pvp support
Expansions lasted so shortly because everyone had full access to expansions minute 1.
@@GrappLrbasically they were too generous which suck because it shows how people are gambling addicts by opening packages. It really is sickening.
Expansions being just 3 champions were a huge issue to me. Bandlecity release was the last time I seriously tried to climb ladder or experiment with different decks. After that I just felt that 1-3 extra decks added to the game were just not worth it to sink in time, so I would just play for a day or two and then drop it back and go play something else.
There is solution for this if they really want to keep going and its Lor 2.0
This exactly!
It sucks they just gave up, they should at this point just rework the game to appeal to the gamba
Something that I think people don't remember I forget to mention is that when the game came out it wasn't just f2p friendly, it was P2W UNFRIENDLY, people couldn't spend money to buy all the cards right away. I remember lots of HS streamers being annoyed that they couldn't just buy cards at the start because they wanted to make content around the game and felt time locked.
Another issue worth mentioning in my opinion is their failure of the draft mode, HS arena streamers had no interest in it, partly because it had no risk/reward involved like HS arena.
It was definitely non p2w friendly! And the rate of card acquisition was great in set 1. But after that, people had stockpiled so much dust, that future expansions were instantly obtainable.
@@GrappLr true
I agree with the first part, but I was a heavy arena player and played runeterra for the draft mode. The draft mode simply had a few issues that would've been pretty easy to fix.
The real problem was LOL never doing propaganda or some event for LOR if you remember Lor was entire like a beta (literally you need to search about the game, zero play now and sh1t) with every season having an animation
And like i say they never put effort as they did for TFT or Wild Rift 😂😂
I feel bad for the people in LoR because they have more creativity and ideas than actual LOL design of champions
Im not a competitive gamer, i dont play lol, i play tft but only played on hyper roll, I've also quit lor but god damnit i love this game. While lol is the one where the story of runeterra emerge from, you can't lie about lor as the one most active in expanding the world of runeterra, and dare i say even more than arcane
Where it fails to me is when they decided to cut champion level up animation, cut voices, and interactions. They just concentrate in PvE instead of PvP, after that I just lost interest.
Riot stated that they revisit Warwick and Ambessa and give them VO, Animations (and possibly new followers). They pulled back from the generic level up.
I def. have to agree with you that LoR had the opportunity to take our money away if they had a better Gachca system. But im just disappointed that they put the LoR client tab in the LOL base too late. I think if they were to fix this is not just look at hearthstone but many successful other card games like yugioh, pokemon magic. I mean I thought yugioh was dieing but they still have like 2k players at YCS
in my humble opinion, the best and most fair card game ever created... im so sad that it got to be this way... i spent all my dawns with grappler on twitch, it was pure fun! i will always remember
LoR was such an amazing game, but I knew from the moment I started playing that it was monetized TOO fairly. This isn’t just bad from a profit standpoint, but a lot of gamers expect at least some gambling in acquiring cards for a game like this, and it’s actually very important for longevity. In paper card games this has been proven over and over than collectible card games outlast expandable card games.
man I miss LoR. Moved on to the One Piece TCG but LoR has a special place in my heart. Literally watched your videos for years
LoR was increible, and i blame part of the fail on Riot main directors,
They took a lot of time to Add a Button to the RIOT CLIENT like tft had to play inmediatly.
Cosmetics and Battlepasses were not very good put togheter.
Prismatic cards were a downgrade in a lot of card that have Marvelous art.
Boards were nice, but too little.
Vaults were amazing for casuals, they made you Play the game more so you get the juici lv up.
I love LoR, and i m sad how it turned out.
it brings back good and bad memories, but it was by far the best part of the league community hands down. it was the only time people from league get together, brainstorm, joked in a community setting. i hope league finds a way to bring us back to lor or they can recreate an experience similar to it. if they made a game and you can play lor as a minigame with people or something I think the game would still have a chance to live. But it was a perfect storm, everything was near free which i love but in a long-term sense i now see how that hurt them.
I have played all the popular CCGs on PC and in real life. And Runeterra is the best. The problem is that it’s a very small niche. There are few players who enjoy card games. The same might happen with 2xko, it will most likely be very good, but its online player count is unlikely to even reach 10k people in a couple of months. Casual players who don't want to think and progress. Even LOL might die because of this.
That guy at 5:30 makes a great point.
You called that the lack of gamba was a problem for the game and they all shitted on you in reddit back then, you were right.
Indeed.
Which is sad if you think that gambling addiction is preferred over fun mechanics and generosity
@@Maotrix-RandomGameStuff I prefer the game not dying
@ same, I’m just saying it’s sad how it works
He wasn’t though. This was Riot propaganda. They failed because they made nothing worth buying. All the extra stuff was straight up ass.
So many options and ideas and they went with half-assed cosmetics. Then cried that they were to generous giving out cards lmfao
Funny seeing the propaganda still being upheld.
0:46 GrappLr The Ender of Card Games
i was in love with this game since release. I am a fan on TCGs, i fell in love with what this game had different on top of it being about league of legends. Got 3 of my friends that were HS players into LOR. THEY L O V E D it. They said they like the difference of the game being more about knowledge of how the matchup goes and they love the interaction that could exist between player turns. I also loved your vids grapp. I still watch LOR videos from years ago and i am very sad that the game is gone ...
I click so fast when it comes to you making lor content.
X2
tbh grap as long as you stream something you honestly have fun with it will be perfect
Saying the game did nothing wrong and people were just already glued to other games says that this guy wasn't actually playing the game and is just guessing why it failed,it is what it is
Agree. I started on Riot's games with LoL. I used to play League hours and hours, but by the release of LoR, I did quit LoL at all.
I know I am only one case, but what that guy said is just a poor excuse.
It's pretty simple and blows my mind that it doesn't come up more often. Riot did not leverage the existing league playerbase. TFT did because it was in the league client. It would not have been as successful if that was not the case. LOR didn't get the league client button until it was already dead. I had friends who played league everyday, watched arcane, bought merch, etc. not know the card game existed. When Grapplr says it had a large playerbase i have to disagree because it should have been much higher.
The very forgiving monetization structure of LOR could have worked with volume. You need way more people playing the game so that the few whales offset that cost. Yes there is the "Give me something to buy" argument that's valid and a whole other conversation but the reality is, LOR died because a statggering amount of existing league players didnt know it existed. Why LOR didnt get the button until post mortem is truly one of lifes greatest mysteries.
It's kinda funny that they say that gamba is the most exciting part of the tcg. I personally dropped Shadowverse for LoR after ~3 years of playtime and mild financial investment because of terrible gamba roll that season (5 legendaries out of 100 packs with 2 of the being skins I couldn't use in game).
Thing is, despite being willing to, I never found a good way to spend my money in LoR. Cards were easy to get just through play, foils are probably worst that I ever saw in any ccg, and both boards and card art felt overpriced for their worth to me. I would've probably paid for PoC in some way, but it was mostly free, and when they announced that they're going to add harsher monetization to it, I dropped it mainly because LoL at the same time added a mandatory spyware.
Havent watched the video yet. But for me personnaly my reasons to stop playing were:
Game was too aggro. The nexus health was way too low for them to release reasonable statlines for the cards. You’d have 2 mana 2/2s with decent effects and like 6 mana 3/4s. This never felt natural to me.
Every expansion had wayyy too many new mechanics. It felt very overwhelming.
The deck building started getting very bad. The decks were basically pre designed and there was almost no room for creativity. It got even worse with the Bard and Jhin expansion or even a bit earlier with the azir expac where the decks were pretty much prebuilt. Also there was almost never any support for previous decks or any wacky/fun decktypes.
Edit: ive watched a bit of the video and i dont really agree that gambling for cards is the reason. Me and my friends have been playing yugioh for over 6 years now with all cards available. We play our own custom format and we love it.
man I love this game and they stop pouring more cards and champions in it because of the lore shift I think, but still that doesn't stop them from releasing new cards and giving new content
Even now looking back, even though I stopped playing LoR years ago, I still consider it the best online card game and one of the best card games since MtG. It's such a tragedy that it failed the way it did, because it really is a fantastic game in every aspect. Monetization, gameplay, lore, cosmetics. All of it was perfect.
Marketing was definitely a problem, everybody who play LoL knows TFT, but actually few of those people knew LoR :(
I remember just being a casual player, hitting gold every season. Only twice did i push for Diamond. And every time there was an expansion I would just get all the new cards for all the currencies I have collected passively. Too sad that such a buisness model did not work out and killed the game. LOR was my introduction to TCGs and it really spoiled me as well. I hate dropping money on stuff likt MTG Arena, where I do not even get real cards so it feels so incredible wasteful.
Being the best in a dead genre is always a problem. It's also impossible to play casually. I once heard a Hearthstone player describe it as "too sweaty," and I think that's kind of true. Digital card games work best when they're asynchronous, pick up and play kinda things.
I think LoR was the best version of a kind of game that had a low market ceiling. It didn't push the overall form and format enough to be it's own game, instead trying to make the best version of an established Archetype. This is also what League started as, just trying to be a Dota sequel that streamlined and simplified aspects of the genre, but that turned out to have a way higher market cap.
I'd love to see them take another Crack at a Freemium card game but just bin all existing expectations and try to come up with a novel format, push the boundaries.
I don't think the generous model killed the game on its own. If you make a new ccg and have a shit progression I don't think it has much of a chance of that game making a move on the market. The mechanics behind the game are absolutely great. And I say that as someone who has played HS, Gwent, Faeria, Duelyst, Kards, Artifact, MTGA, TES:L etc. and was top ranked in every single one of them, LoR just has the best part of Magic combined with a modernized experience. When they made the announcement for LoR, it broke my heart. I was never a LoL player, but this game made me fall in love with the lore. The only reason I bought cosmetics was because I wanted to support the devs. I was so sad when they shut down PvP support.
I like the part where grapplr reacted to grapplr talking about runeterra
No advertisement, deck building that was watered down to: put together 2 champions and their packages, card acquisition that lets everyone play top tier decks on day one, matches being too long and exhausting bcs the game was too interactive with the spellstack, u couldn't play any spell without opponent having a say on what happens...
The game was too taxing on the brain, LoR regularly had matches last longer than ur average League game... I remember when Marvel Snap came out, it was really a breath of fresh air for most LoR players, u had a really fun and interactive card game where matches last 3 minutes instead of 20 minutes, you could cut ur losses, losing a match didn't feel as bad bcs u didn't waste 20 mins of ur life just to lose etc. I feel like release of Marvel Snap was really the moment LoR started going downhill, at least for me, Marvel Snap made me realize just how exhausting it is to play LoR at times...
everyone has their own opinions of what happened. IMO the 2 biggest are not a playing with friends oriented game and having to compete with the much more popular, already established strategy TFT. Really good card game, will miss it dearly
What happened to Vainglory is what's happening to Lor. ZERO advertisement.
Hello fellow former VainGlory player. I do want to add some other reasons that lead to the game's demise:
- bad connection problem
- bad optimization for phone
- the remove of wild card for skins: the playerbase did have fault in this when there were a lot of ppl doing illegal payment at that time
@@quocanhnguyen8000 Nah, bad connection was only really a problem in indonesia, phillipines, thailand and vietnam. India was still developing rapidly at the time.
Optimization was kinda nutty, considering it ran on cheap android phones and still looked better than pc mobas.
The wild card system was the biggest downfall in the game, it gave the player the ability to get exactly what the want consistently without buying ICE, it prevented SEMC from collecting the money needed to keep the game running, and the backlash that came from removing it didnt help.
Shitty marketing strategies (basically, no strategies at all) killed my 3 favorite CCG one by one: MMDoC (Ubisoft, Might and Magic universe), TESL (Bethesda, Elder Scrolls universe) and LoR. TESL and LOR could easily use cross-game promotion, but no... How many Elder Scroll Online (ESO) players know about TESL? Or LoL/TFT players about LoR? Not too many. Make an event, give something from one of yours games to other and vice versa. Is it so hard or what? Have you ever tried? I can remember only 1 cross-promotion in TESL (on Brotherhood set release), they gave an mount (black wolf) for ESO.
@@xVanquishx As someone who in the past played Mobile Legends, Arena of Valor and currently Wild Rift, what held me back from playing Vainglory was how it had more hardware requirements and also being 3v3 as the standard game mode.
Vainglory killed their own game when they alienated the people who made it popular in the first place by completely shifting to 5v5.
It’s weird seeing the dev propaganda for that game still being spewed by fools.
runeterra saved me, but now its very sad to see that the game is dying.
Imagine LoR had advertisement like yugioh, with new style gameplay every year, new anime to introduce the game
i stopped playing when pvp got removed and teh 4 5 6 star thing got introduced, it no longer felt the same game
As much as I loved (and still love) LoR, it didn't helped indeed the fact that the timing of this game was in a moment in time when I feel most of card game players were kinda fatigued with the CCG formula (Hearthstone, MTG Arena, Artifact, etc), where all of this great card games popped up at the same time, and it was really difficult to keep up with every single one of them. So if one game failed to deliver CONSTANT interesting content for player to dig up, it was basically losing crucial momentum. That's why I guess card game is such a goddamm hard genre to nail.
Sad this happened to LoR, but I'm still happy the devs are still doing what they can with PoC. With their newest post about still doing animations and voice lines for pve champions, I'm glad the LORe part I love still live on.
Also that the game wasn't intruduced to China which has a HUGE league player base, lot of people still play lor with vpn despite there is no cn serv. As a LoR streamer on bilibili i saw a lot of feedback that says they want to play the game so bad. But the cn serv has never existed :(
I think paying for packs/cards is a necessary barrier to entry. I hated the feeling of losing to the basic board with a basic poro spamming basic Braum emote. Some f2p schmuck that netdecked the top deck from swim's website running on autopilot.
lol
As opposed to a guy netdecking the top deck and spending 200$
@@derpaboopderp1286 unironically yes.
When someone PAYS in they're vested into the hobby. They learn the intricacies. They WANT build decks of their own. They want to try something other than top 3 meta decks on repeat. When I played paper MTG my group all had our standard tourney decks sure but all of us also had multiple "fun" decks and would even try to craft new competitive decks. LoR really felt the opposite of that. People netdeck and autopilot. They didn't know how to even properly build a deck on their own. A barrier of entry will keep these kinds of casuals away. I would go to a 5 round FNM and go up against 5 different decks. I went on LoR and would get Irelia/Azir 7 games in a row.
@@KeijiMaeda86 comparing any card game to magic is problematic, magic is by far the best card game when it comes to deck building the only limiting factor you have is your mana which could go even infinite
Lor (compared to magic) is much more limiting
@@yoruichixx6951 but I'm not talking about the mechanics of the game. That had nothing to do with it. I could easily use any other card game that you need to pay for as an example. I played Yu-Gi-Oh too very long ago and it was the same
LoR brought me to GrappLr. And for that i am ever grateful to Riot. A special game and a blast to play. RIP
OMG bro I feel you on the failed games thing. My own channel never really took off and probably never will (dunno why I still make the effort on occasion lmao) but the last two games I was super hyped for were Paragon and Anthem - both ended up tanking spectacularly and both had massive, wasted potential (Though Predecessor is doing a pretty good job of trying to bring Paragon back)
As for LoR, I still play it and hope it continues - Shen just made a statement the other day in response to the overwhelming backlash against the frankly unacceptable quality (or lack thereof) with regards to Ambessa and Warwick.
LoR Grapplr was the first Grapplr I met😏
Still enjoying LoR.
the game was literally perfect good meta for the most part, fully f2p, fun mechanics... it was so much better than every other card game imo but it still died somehow its sad.
Really sad LoR went down the way it did. Deckbuilding is my favorite aspect of card games and you could get really creative in LoR. Eventually the power creep and imbalance was too much for me though with all the aggro and omegapog value engines running rampant.
We all told the devs early on that the game needs more then gameplay to be sustainable. Sadly they never listened.
Can’t complain ashes is taking as many years as it has when a card game took 8 years.
I miss those days, I miss playing, playing competitive and watching you
Thanks for the journey ❤
(I really hope Riot invest for rebuild the game)
I feel like another issue is that Riot relies too much on streamers to advertise their games that aren't LoL
I wish they would have added the 2v2 to the base game and with our own deck instead of a limited time event. That mode was the must fun I had with the game and its still feels weird that they took all the time to create a brand new ( and pretty epic ) game mode just to throw it in the thrash immediately. I feel like that was there golden ticket that could set them apart from Hearthstone, because Hearthstone's been trying to make a 2v2 mode for the past 10 years and have probably now give up on it.
Also there were some horrible metas that caused a lot of people to quit. The blade dance incident should be a cautionary tale about balancing on win% only.
They got balance right at the end though, Darkin expansion was awesome
I think a big issue was how easy the ranked system was, spamming brainless auto pilot meta decks, I could CONSISTENTLY reach masters without ANY effort, got boring VERY fast and if I tried to make my own deck I'd verse the meta myself and feel demotivated when I get demolished, kinda like TFT , ride the meta wave or STRUGGLE
Humanity doesn't deserve LoR 😢 This game was so good and it makes me really sad to see it failing.
I’ve been playing a lot of TFT recently, and my main question here is: why can TFT be even MORE free to play than LoR, but still bring in plenty of money? You literally can’t pay to win if you tried.
I guess the cosmetics gacha system is just better? Plus it’s in league client?
I hate opening packs and getting lucky because I’m not a lucky person, I’d much rather work for my cards I’ve collected. Thanks gambling addicts for ruining a great game
I know you bc of Lor Grapplr in 2022 , and I stayed bc you funny
The game became split between pve & pvp. The choice to do so forever rolled the dice on the game. I wanted a hardcore casual forward competitive card game not a rouge lite
I was always interested in the gameplay aspect of tcgs and not the pack openings so LoR was amazing while it lasted
I would've liked Arena to be mentioned. I quit playing after it was gone, it was probably too rewarding, and rewards aside I enjoyed it so much I spent most of my time in there.
Watching you play grapplr was the best, thank you
I disagree about people getting burn out of the genre or lack of publicity. Monetization is the main reason by far of why the game failed.
"GIVE ME THE VALUE!"
-Riot Games, probably...
TLDR: The game was great to play, and fun to watch when you knew what was going on, but it also had it's fair share of problems leaving a limited community that didn't spend nearly enough on the game to support it going forwards. There were some unfun moments but I always found myself coming back to it, because I truly believe they made one of if not the best card game on the market.
Loved LoR and was incredibly sad to see it go since I never found that same joy in PoC. However, this isn't to say it was perfect.
Off the top of my head, prismatic cards sucked, shiny and cute borders are not enough to make anyone care enough to bling out their deck the way they would a game like Pokemon TCG Pocket. Skins were some of my favorite things in the game, the art and lore on every card was great, but skins were champion exclusive, there was no way to really make the rest of your deck stand out. I don't know if giving followers skins would've been feasible, but I can't say I was ever inclined to ever spend money to make a Fleetfeather Tracker prismatic. I just got my favorite skin for my favorite champ and moved on. Towards the end of PvPs lifespan a common sentiment that I saw among content creators was "Please LoR give me literally anything worth spending money on," because you'd get the $5 battlepass, and maybe 1 or 2 $10-$20 skins, and that was it for the expansion.
I understand that the lack of sales is why the changes happened, but as battlepasses began to come out with less and less content, they couldn't possibly be surprised that less people were buying them. No more interactive boards, no more guardians, just a couple of emotes, 2-3 skins, some cardbacks, and PoC stuff that honestly should've probably been separated. The people playing PoC probably don't care about the rest of the pass, and the people not playing it don't want the PoC stuff in the pass.
I will forever be salty that it took them until after the announcement in 2024 to put a button for LoR on the League client. I do not care how difficult it was to implement, to do something that a community has been asking for forever ONLY AFTER downsizing and killing support for half the game feels like rubbing salt in the wound. There were literally memes on Twitter about "LOR MENTIONED" because of how bad they were at letting people know the game even existed.
The gameplay side wasn't perfect either, we had a fair share of unbearable metas from Azir Irelia to the Gnarpocalypse. A small community due to poor reach becoming smaller due to poor gameplay is never a good thing. The expansion with Neeko, Nidalee, and Poro King was also a low period, since the three champs honestly had very similar board centric strategies that made them feel less unique. It felt boring, and stale.
Despite my criticisms, I want to extend a genuine thanks to the past and current members of the LoR team for putting so much heart and effort into a game that I grew to love and spent so much time playing. I will never run out of praise for this game, and I am grateful to be able to say I was a part of it's community while it lasted.
I played LoR since the Release with some breaks and finally was able to having even more fun with some new cards and hitting Master. 2 Months later they said they stop the PvP. It really is said.
Was my favorite Card Game and ist waaaay more fun to play vs real people than the Path of champions. It was funny but nothing in comparison to PvP.
I played LoR till the end, but I gotta admit that I started hating it around a year before its actual fall due to aggro being everywhere and so OP.
Out of all of riot video games lor was not advies at all because about I learned about lor in 2022 and I huge card game fan.
Its the best iteration of a card game. its fair and consumer friendly. I just dont see how you keep it persistently attracting new players/bring back old players. The pivot to the pve crap completely turned me off from it personally.
RIOT NEEDS TO SELL PHYSICAL CARDS PRISMATICS RARE PACKS $30 EZ PROFIT (you dont even need to be able to play with them in real life)
Missed old day watch your LOR content bro, good old day
miss seeing u play, i hope that someday LoR gets a revival or something like that
I feel you GrappLr. My first game to no life was Dragonica, which was shut down. My second game was MapleStory 2, same thing, and my third game was LoR. Well... xD
miss the call "ATTUUCCKK!!" by grapplr
Good times
If the game included packs from the beggining, it would be able to survive.
Man I still think its insanato how LoR failed. While I know its not possible, if LoR was a part of the LoL client like TFT and had support with the eggs and let achievements and purchases cross unlock emotes or unique art for each other I think the game would have been more lucrative. Imo that was the downfall of LoR, the lack of purchases being usable in the other games, I think it would have been fine without the addictive collectors portion, but it had to pick one.
I loved that game it's also my first card game, I'm glad that I was able to get masters before it's downfall.
Simple reason it failed, It was too complicated. I could never get a friend into the game due to stopping every 5 seconds to explain what every keyword was and how interactions work.
to me at least the timing of LoR was perfect i was burned by blizzard and their monetization of hearthstone but i still had the card game itch.
Sadly the game was too f2p friendly i usually dont mind spending on games like lor and HS but after a while i had enough to create new new decks for a year never felt needed to pay which sadly as it was by far the best card game i ever played. Really hope they do 2.0 LOR
I still think Bandle city was the biggest reason for Lor's failure. There were enough payers, you immediately matched into games, some videos reached near millions of views and it was performing nicely on twitch. Obviously there were monetisation issues but if the PvP aspect of the game wasn't butchered by the effects of Bandle, the game would've been able to pay for itself or even provide profit eventually through cosmetics had people seen point in buying them (why would I buy cosmetics if i hate playing PvP because Bandle City killed deckbuilding and balance). This dogshit region ruined everything the game stands for and people were starting to quit on mass. Becoming PvE was a matter of time since this disaster of a region was added to the game
LOR was so fun and im so sad to see it fail honestly and I've played so many tcgs. I had more fun with this game over most like hearthstone and shadowverse.
Holy gigachad I use to watch you during the zoe nami meta I miss that meta so much that shit was so fun!
"the game failed because it wasn't addictive"
we've really fucked up as a species
The reason by the way they dont make profit is because they pay their artists far too much imo.
I still mourn LoR´s death... I think the reason they failed its they lacked greed, the cards were "too free"
come to pokemon poket bro... its doing good these days
For me netdecking kill this game. Everyone just run the same top deck flavor every new season and it killed the deckbuilding aspect of the game. Net-decking is impossible to address directly but indirectly I think the Dev should have tried to make more styles relevant. For quite a long tim, the devs become arrogant and distant from the player base (I remember at one point on Reddit they dismissed any opinions that tell them the new cards are over-tuned).