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Hi hi everyone! Welcome to the Patch 1.2 Discussion Megathread!

Patch Notes can be found here!


Please use this Megathread to talk about the patch, for example:

  • discuss the changes implemented
  • provide personal feedback on the state of the game
  • talk about the state of expedition in this patch
  • everything else that is related to the patch, but doesn't warrant an entire thread!

We will implement additional megathreads in the future, if a particular topic flares up repeatedly. This is to alleviate the subreddit from clogging and getting flooded by the same, or similar discussion threads over and over (I'm looking at you, Burn Aggro and Unyielding Spirit).


Wishing y'all a wonderful second half of the ranked season

-Empress Teemo  

[email protected]

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almost 4 years ago - /u/Dovagedys - Direct link

Originally posted by glg_fadedxlich

so wait, we won't get any of the changes in the patch until freakin wensday? I really, really dislike this new patch cycle if that's correct. Oh well, I've held off playing for a week, whats a week and day?

The patch is on Tuesday.

almost 4 years ago - /u/RubinZoo - Direct link

Originally posted by Patzzer

Freljord got buffed just indirectly. REALLY happy with these changes, just wished they went with stealing from the bottom of the enemy deck. Other than that, f**king knocked it out of the park Rito

Thanks! We've watchlisted card stealing (same with Unyielding Spirit), so we're actively testing out tweaks to both the play patterns and their overall card balance for 1.4. While I can't promise a change, I can say watchlisted cards historically adjusted in some way ~75+% of the time.

almost 4 years ago - /u/RubinZoo - Direct link

Originally posted by NDN_Shadow

I don’t think unyielding spirit would have been unplayable at fast speed. Highly disappointed at the lack of a nerf to that card.

Thanks for the feedback and sorry for the disappointment. In this instance we've watchlisted the card, so we're actively testing out adjustments for our next balance patch.

I agree that Fast speed could be the right answer and is something we're exploring currently. A speed change in this manner is more like a rework than a balance update in terms of impact and how much testing we'll need internally to gain confidence. We need to explore our options and try to make the best change possible.

We are with you that this card needs a change. We want to address cards that deteriorate the fun and interactive gameplay of LoR (regardless of power level). At the same time, we want to avoid destroying entire decks through card updates if at all possible, as many of us have experienced this pain while playing other CCG and we've committed to avoiding this result if at all possible.

Hope this comment helps!

almost 4 years ago - /u/Dovagedys - Direct link

Originally posted by alexandjef

I have no comment on balancing issues - I’ve only been playing for a few days, and coming from a physical card game background I’m grateful for patch/faq this early and look forward to regular patches not waiting months/years.

However, I’m hoping for some quality of life updates - does anyone have any insight into future plans etc, or how often the plan to roll out new content. A few things that I’d like to see;

-Deckbuilding needs a bit of an overhaul (on mobile) IMO - a quick look at cards when browsing decks, some smarter filtering/view when sorting cards.

-The game lacks draw - for me, not sure if this is a wider issue. But I can’t see many tutoring effects or reliable draw.

-Again with Mana - could do with some 0 cost cards, some cards that increase mana (I imagine there are some, but haven’t seen every card yet) Turn 1 seems a little prescribed in too many games - I would like to seem some possibilities for rush decks/real attrition. This and the above, for me, both seem to limit deck-building a bit. I’d like to see most stuff that could win turn 3, but also stuff that could win turn 20. Most of my games end turn 9-12 when whoever gets more big guys out first.

  • A ‘neutral’ pool would be good - with some strong flexible cards that don’t count to faction limit. But maybe that’s the background I come from.

  • Newly cards acquired need to either flag as new in the card collection or go somewhere else before joining the pool. I often totally miss what I just got.

  • A discard pile and ability to look at what’s left in the deck. I spent about 15 minutes looking for the discard pile button before I had to look it up. I get the game tracker on the left side acts a little like this - but in longer games I’d like to see what’s gone/what’s left to get a better idea of likeliness of drawing it.

  • A player stats page. I have no idea what my record is like at the moment - which is fine and slightly informed by my ranking, but knowing how decks are performing would be amazing.

Sorry for the rant - kind of turned into one. Loving the game and got high hopes for it. Remember I haven’t played too much so it’s likely some of these things might be gone with more play.

Executive Producer Jeff Jew and Design Director Andrew Yip are almost ready to share the details on what’s coming up next for Legends of Runeterra—look for the video at 10 AM PT on May 29. 

almost 4 years ago - /u/RubinZoo - Direct link

Originally posted by ProfDrWest

That's good to hear.

Since you're a Rioter, a question regarding Shadowshift: Has the bug with it not counting as a recall not been fixed? It is not in the bugfix section, and someone stated a while back (before 1.1) that it will be fixed in 1.2.

Sorry for the bug!

Just searched this up. It looks like we've fixed the bug, and may indeed be going out with the 1.2 Patch Release. I will say I'm not 100% sure of this though, considering its not in the patch notes (which might just be an accident).