League of Legends

League of Legends Dev Tracker




Yesterday

Comment

Originally posted by DFWRangers

That's when your team is about as randomized MMR as is possible. Makes for the best clown fiesta games.

I tend to find those high variance games pretty fun when I’m not putting on my try hard pants on (which I tend to only put on for Clash / when I rarely have time for a bit of a ranked grind)

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Early morning gaming time is the best gaming time! Fight me


31 Mar

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    /u/Reav3 on Reddit - Thread - Direct

Originally posted by ayayahri

And all the competitive ones eventually failed. The only successful LCG left is Arkham Horror and it works because its solo/coop nature avoids the main problems of competitive LCGs.

I mean Marvel Champions is still crushing as well


29 Mar

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Originally posted by HarpEgirl

If you don't mind, the heal you gain from traversing the map is always 40% instead of having any flat value meaning when you take damage it pretty much lingers.

Is there any reasoning behind this?

We started with a flat heal, and effectively it would create "doomed" game-states a lot more commonly. A player would either be at low HP the entire game, or be at nearly full. A big requirement I had was that about half the players who would play Story Mode would be able to complete it (with Hard and Demon being harder / more reliant on creating a synergistic build). Ultimately, pushing to a percentage-based heal helped rubber-band players who were behind to get a chance to keep progressing until they found their sigil build.

It is, however, one of the core flaws in my tuning, and a sign that I somewhat ran out of time to make sure the harder difficulties were fair enough but ALSO hard enough. I opted for "easier than I, as a player, would like" to make sure as many players as possible could get the icon and the title. We played a bit with making the heals different values on different difficulties too, but ultimately made the call to just keep it consistent.

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Yep sadly this is the case. When we implemented Reflection (as a pointer to deck manipulation, which we decided not to do for complexity issues), I wanted to do secret hands to go with it. Since it was just for one sigil, it was a "nice to have" feature that we had to cut for time. Discovering Balatro's secret hands for the first time was a wonderful experience.


26 Mar

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Great job, you're the first person I've seen use this to it's full potential. I know what Sigils they are, but considering I implemented most of the materials on those assets I'd be cheating if I say it ;)

FWIW, I also hid the builds I used to clear Demon Mode in testing, because I wanted people on the team to form their own synergies and strategies. At some point near the end of our dev cycle, I strongly considered nerfing the "go for Demon's Hand every round" playstyle (I was considering making it 1500 or maybe even just 1000 flat damage, lol) and decided against it. It's wildly satisfying to do, and I wanted to retain that satisfaction. I'd already increased the cost of Unity/Cohesion to make people have to choose which they'd want to get at the certain price breakpoints, and that was enough for me.

While the Demon's Hand / Marching Horde strat is a really consistent way of winning, it's my least preferred way of getting a win in Demon Mode. There's a bunch of v...

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Zoe buffs next patch. Needs a bit more time to do the right change

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Originally posted by bz6

Btw /u/GalaxySmash, is First Blood supposed to be giving 300g? I thought that was removed. I’m still getting 300g on FB in my games. Was FB and FB Tower reverted back?

300g for first blood is intentional. Subject to change if we change our minds


24 Mar

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Originally posted by KingZorat

I'm an avid poker and rummy player, so this game is really in my wheelhouse of what I like. But unfortunately my PC crashes after playing for more than 10 min at a time.

Out of fear for it happening again, and potentially doing more permanent damage, I think I won't open the game again.

We're working on a low performance mode setting, should reduce memory and GPU load. Soon as this coming we'll.


22 Mar

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Originally posted by fsck_

The lack of discussing advertising and fan outreach seems so jarring. They see the lack of viewers for game 1 and 2 and don't think it's also because few people know when these games are? Even as a core viewer I wish I was notified of schedules, notified of game starts, and see more outreach.

Hey there, I work on the broadcast team and your feedback about wanting outreach is something we see echoed quite a lot. We definitely want people to be watching the shows, and know that people need to know when and where to watch in order to do that.

You mention that even as a core viewer you still felt out of the loop. If you don't mind me asking, I'd love to know where you would want to see that kind of information? We try to cover as many platforms that we know fans are using, but if people are still missing them then we want to make sure we're in the right places.


21 Mar

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Hey all, unfortunately this doesn't mean Swarm is coming back anytime soon - these showing up is unintentional. If/when Swarm makes a return we'll be sure to give you all a proper heads up

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FYI there was a bug with the sound that should now be fixed. Enjoy the metallic thunks you were promised.

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Originally posted by Vencrest

u/RiotGraydiance I've never played any of The Demon's Hand's inspirations but am having a blast so far! The team cooked hard on this mini-game.

Question for you: I just beat Story mode using the Reckoning sigil, which got up to +65 damage at one point. I saw Phroxzon said that you can rearrange sigils, so I was messing around with the ordering and moved Reckoning to a different slot. The next battle though, it had reset to +25 damage. After the battle, I tested it by re-ordering Reckoning to different slots, and sure enough the value changed each time.

Is that intended or a bug? Unless I'm missing something, seems more intuitive for the damage value to be tied to the sigil and not the slot. Wanted to ask / put it on your radar if it wasn't 🙂

Oh interesting. Yeah, hadn't seen that bug reported yet, but I can think of why it's happening. Sigils get unloaded after combat, we have to save persistent info elsewhere. It's probably just not getting the info correctly when the sigil reloads since it's changed slots. I'll go reproduce and put in a ticket for it!

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Originally posted by Cthuluflapper

My GF recently just completed the hard mode on the Demons hand but its not saying she did or received any of the rewards for completing the run, is this a known issue or a weird bug she just ran into?

Can you have her open a support ticket? We'll get a bit more info about the account and things that way!

I've not cleared it myself on my live account yet (busy day, lol), and I've not seen a live issue come in for it.


20 Mar

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Originally posted by KoolKatsarecool

My GPU and processor are getting fried playing this game mode... How does it take more usage than the regular SR mode?

Passed these performance issues along to our engineers - appreciate all the reports, they're going to look into it!

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Originally posted by SilencedMelody

Is the Heroism sigil not working as intended or am I misunderstanding the text? Does 'not being removed from attacks' mean they'll permanently stay in your hand if you play it? If so, this doesn't seem to be happening

Sorry, the wording's a bit confusing! Basically, if you play, for instance, a pair of 2's, and then add in the any of the Command cards (Scout 一, Shaman 二, Warlord 三, or Assassin (o) ), those Command cards will contribute their value and any sigil effects they trigger towards the hand. It's a low-cost sigil that helps with the "Command" card synergy sigils you can get.

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Originally posted by CorganKnight

nah nobody read those, dont wate your time. Make a post and get traction, its the only way

We read as many as possible lol this is not true

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Originally posted by Enricopower

How difficult are the harder difficulties compared to balatro stakes (Which i assumed you played), because story was quite easy, but it should be considering how much time I wasted in baltro

They're a fair bit harder, but basically similar to green stake; not gameplay or system modifiers. They make enemies more challenging, build synergy more required, and lingering damage more dangerous.

For an experienced player who understands the systems, they're not going to take tons of attempts, but they should at least provide a meaningful challenge.

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Originally posted by FireDevil11

Only in PVP games or do bots work too?

Any more! Arena is 30% faster unlocks, however.