Empires & Puzzles vs Legendary: Game of Heroes

Here are two phone app match-3 hero battle games that I spent some time playing: Empires & Puzzles (E&P) and Legendary: Game of Heroes (LGOH).  Both have a variety of teams and events available, with special events every week or so.  Both are stuck with that wheel of 4 elements plus light and darkness, probably directly inspired by Magic: The Gathering, but actually leftover from that dumb old "Four Elements" nonsense from Aristotle.  It never ever made sense, but every fictional series with magic seems to think it's brilliant stuff.  I'm sure D&D has some blame here, since it was core to their magic system, which inspired generations of games and gamers ... anyway, it's a pet peeve of mine, let's quit if with the :Air, Earth, Fire, Water" stuff already ...

Game play is very similar, but one "round" in LGOH is as many combos as you can make before the quick timer runs out, where in E&P you get just one match per round.

While a few E&P characters can modify the tiles, LGOH has a variety of "skills" like Bounty Hunter, Commander, etc, which have special combos and can boost the whole grid to x7 or higher at their top tiers.

LGOH has amazing graphics, with well over 500 gorgeous characters to encounter and possibly add to your team, with animated full-screen views.  They range from truly angelic to horrific gobs of protoplasm.

The characters in E&P are well done, but they are a more friendly selection where even the villainous ones are kinda cute.

E&P pops up about 3 little offers when you start the game, and they start in icon form along the edges of the city view, out of the way.

LGOH has such a density of offers and coins and gems and artifacts it can overload your brain.  Every event has maybe two event heroes and an event artifact that you need thousands of points or coins to get, so you're always up against players who may have dumped hundreds of $$ to get the best stuff.  

The main issue I had with LGOH was the power creep, where a few years back the bosses might have thousands of hp, now the team bosses are up in the hundreds of billions and players are doing millions of points per round.  I bet there are some with a trillion hp by now.  So, the characters from 2-3 years ago (or even 6 months ago) are like flower petals trying to survive in the world of uber beings, and uber-uber beings will slowly replace those, and so on.  The process to level up is expensive: 50 or 100 thingamajigs or more.  Some can only be leveled up by items only found in their events, and when those events ended years ago, you will literally never see those items again, so the heroes of the day are stuck in the past.  I think I saw some conversions of the outdated ascension materials a few times over the years, a digital housecleaning.

Maybe I will get to post some specific game strategy tips, but for now my summary is:

 

The PVP battle match screen, a general battle shot, and one of the encounter area maps

E&P is good for a half hour before bed.  I'm in a team called "Knights Who Say Nee" (haha) where we have daily titans to fight and a weekly group war against other teams.  The individual raids (you vs another player) are ranked and scored fairly enough, but if you miss a few days you can easily lose 200 points while you were away.  The ongoing "story" is an incoherent mix of characters from folklore through Jules Verne stories, and when you reach the last level of the map, it can come up saying "The story continues in ... 10 days."  Which seems a bit long.  Sure, you can go back to previous maps and replay the levels on the harder mode, and you wouldn't want them to totally run out of new content.  Some of the buildings or upgrades also take 7-10 days to build and you can only work on one at a time or pay to get a second builder.  You can add extra hero slots or even extra teams for some gems (which cost about a penny each).  I have 11 teams because I like to give the oddball new heroes a shot at the lower challenge levels.

LGOH is gorgeous but just too crowded and too full of premium content I am never going to have.  If I load it up and try to play the cards I've got, I feel like I'm taking gumballs into a Tesla dealer.  But sometimes I revisit to stare at the graphics and imagine the stories that this kind of game never really develops.  Yet we click away, waiting to see the next creature or character or bauble.



A hint of the quality of art in LGOH, and some basic battle shots.

The range of characters is mind-boggling and the art manages to impress in an age where hardly anything is impressive anymore.



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