They are at least aware of the interaction. I'm assuming Artificer will get changed to a Play: effect in the future to prevent weird stuff like this from happening.
Also, glad to see your video confirms a question I was having with this interaction. The opponent attacked but got the first priority after the attack phase finished since your Cannon Barrages resolving automatically passed priority back to them. Only learned the other day about how this timing of "burst" speed skills works with priority, when someone here was asking about Leona and Heaven's Aligned passing prio.
Hey that's me! We have indeed aligned on changing it to Play in a future patch; our system can handle creating skills at weird timings like mid-combat, but it's not intuitive and we try to avoid it as much as we can.
Would you consider opening a community poll so that people can vote on future cosmetics similar to the community card kitchen?
I know there are other games that open competitions where the most upvoted designs are created so that they can first grasp the enjoyment of the player base before spending the resources to create it.
Personally I think this would be the best way to handle cosmetics moving forward and would also let people vote for what they would like to see!
This is a super interesting idea!
Sometimes there are variables that require us to fit a certain theme (Runeterra-wide Soul Fighter for one example).
As you can see in real time with the community card kitchen, the pipeline for creating a card (and cosmetic) is super long.
Our counterparts on League did something similar. It can be tricky because once you get into development sometimes pulling off the idea from "concept" can turn out to be tougher than anticipated down the line.
With all of that said, it's definitely something we'll discuss with the team and keep in mind!
Thanks for the AMA! I think one of the biggest challenges for LoR is monetization. Boards and Guardians are limited because you can only use one at a time. Card skins are scalable but seem to take lots of resources to make.
I had some questions around Prismatics, the other obvious place for scalable monetization. For me personally, the original implementation of Prismatics were not very interesting.
Are/were animated cards considered, either significant animations or just a bit of motion like in Hearthstone? Are animated cards still being considered or were there strong reasons why these are not being implemented?
Are other Prismatic styles still being considered for implementation?
Thanks for the AMA! I think one of the biggest challenges for LoR is monetization. Boards and Guardians are limited because you can only use one at a time. Card skins are scalable but seem to take lots of resources to make.
I had some questions around Prismatics, the other obvious place for scalable monetization. For me personally, the original implementation of Prismatics were not very interesting.
Are/were animated cards considered, either significant animations or just a bit of motion like in Hearthstone? Are animated cards still being considered or were there strong reasons why these are not being implemented?Are other Prismatic styles still being considered for implementation?
Our product lead Eric mentioned a bit of this in some of his posts.
He mentions Animated cards in this one: ...
Read moreAlot of people are asking about PoC changes but no one seems to be asking the most important and the PoC community is dying to know..
When are we getting Ashe?
I am pleased to announce that we will finally be bringing Ashe to TPOC in the next expansion patch.
Read moreHey I have a few questions I hope that is ok. If you can't answer them all even one would be great! These are just things I'm curious about and are not meant to be any form of critique on the game.
- It would be hard to ignore the similarities between the new ambush mechanic and Morph from MTG. I imagine it would have been beneficial to investigate how that mechanic was received, what cards worked well and what cards were flops, and player preception to the mechanic as you developed the ambush mechanic. How much effort is put into investigating the systems introduced in other TCGs and using the information from that investigation to influence your decision making? #
- As the game matures new mechanics may add more complexity to the game, while this is great for experienced players it can be daunting for new players as each expansion adds to the list of things to learn. How do you balance this demand for increased complexity while still making the game approa...
Thanks for the questions! I’ll try to answer what I can:
Any word on if Seraphine and Norra will ever be added to PoC? _^
Those two are near the top of the list for existing champions to add to TPoC! I too am very excited for them, their playstyles seem like a perfect fit for Path
Not a question, just some thanks.
This is an awesome game. I’ve been playing since beta and I really appreciate that I’ve never felt forced to “buy” anything to enjoy everything the game has to offer. That being said, I’ll echo a point I saw earlier; themed boards are fun, but when you are able to bring boards back, general boards not tied a specific champion might offer more appeal to someone like me who buys one or two boards but wants to use them for every deck.
That being said, the focus on gameplay over cosmetics will definitely keep someone like me coming back time and time again, and if there are good options to spend my money on, I’ll continue to buy cosmetics over time to support the game and you all. Thanks again for all the community engagement!
Thanks for the kind words! They motivate us to keep trying our best <3
The team is really dedicated to bringing the best game possible to the players and want that to remain our main focus over all else. I can say personally it's really refreshing working on the team.
I am just dropping by to thank the team for making this wonderful game <3
Thank you for playing <3!
This one is for /u/ggmattb
When are we getting fishing mode in LoR
The people want to know
Read moreHi team! Thanks a bunch for this platform to share some thoughts/questions. Really enjoy the snapshot videos, and am excited to hear the platform open for us to ask more questions in them as well as here!
I am particularly interested in the ability for player customization and personalization. For the Custom Shop, which ideas are currently being ideated to curate the inventory? There will be individuals that will be seeking more than just skins, including previous exclusive card backs, emotes, and perhaps even icons. Will all of these be in the pool to unlock? If I am looking for a specific guardian, Tibbers, will there be the possibility to select that? In my mind, I would love to see a system such as "Mythic Gems" in order to unlock a select cosmetic of the player's choice from the full least of previous ones.
Additionally, I would love to see even more ways of unlocking some content. Particularly tied to Mastery numbers, region road completion, and overall pl...
Hey dan!
Eric did a pretty extensive answer about your first question here: https://www.reddit.com/r/LegendsOfRuneterra/comments/15eilo7/comment/ju8qlad/?utm_source=share&utm_medium=web2x&context=3
Your second question- It's not off the table, but also not in the kitchen yet. Before we implement something like Titles outside of PVP we just want to make sure we're doing it meaningfully and sustainable.
As a massive lore enthusiast and a Norra enjoyer- I'd like to ask about the proccess of making an exclusive LoR champion! Specifically about the ideation phase; like what would make a charecter a good candidate, or if some followers in the game are made with the intention to make them a champ eventually, or even about their pairings with other champions lorewise (Like Jack with Samira and Sett).. Love the game and exclusive champions are the goat!
Ohhhh! I absolutely love this concept of a Dev Blog.
I'm also a giant lore nerd and Norra enjoyer. No gurantees when it will come out but I have a master-doc of really interesting article ideas we pull from. After we finish all of the regional identities we'll take a look at the doc to decide on our next Dev Blog!
Read moreHey LOR DEVS,
Let me start by saying I LOVE YOUR GAME SO MUCH! Thank you for all the effort you put into making this such a fun, accessible game. I will play it until the very end, I swear it on the King himself (you know which one I mean).
It feels like such an injustice that LOR isn't getting the resources that I think it deserves, since it's such a fun and quality game. But I guess I'm biased as a mega fan, and I'm glad you're here to keep making the game fun for us. I think we all knew it was a small team right now, and hearing you acknowledge that is very refreshing. Transparency is so valuable.
I wish I could help make LOR the massive hit it deserves to be. I want to scramble and ask "how about monetising this?" or "how about this feature?", but I trust that you know what you're doing and want it to succeed as much as I do. I wish there was a way to support my lovely LOR DEVS more, I want to make you and your game successful. I think I just need to kee...
Awww, we appreciate YOU! and thank you for the deck code :3!
I remember when I joined the team I had a lot of similar thoughts and brought a lot if monetization/feature ideas. Once you get on the team (or the industry in general) and so behind the curtains you realize all of the thousands of moving gears that make it a lot more complicated.
(I'm glad I just have to write articles, talk with y'all and run live streams instead of figuring out some of the engineering puzzle boxes lol)
Mostly a path player so heres my question
First is.thatIs the relic and painful slow grind of path going to see any meaningful changes. The path grind itself was fun at the begging but as more champion are added it often seems super painful to play. Esspecially when it comes to relic which is often very core to certain decks and often than not you have player stuck month without them
Second path deck balancing, is there anything real changes for some of the decks in path who are either weak or hit hard because of pvp changes or is inchonherent mess of champ design
My biggest issue here is varus who has furious strike that doesn't really go well with his game plan and the momentous strike recieve the farsight alteration which actively goes against whag varus wants to do. This hasn't been fix since varus release and often then not pvp changes that mess with decks do not rececieve any compsention for them like VI'S deck poro canon samira changes that makes arre...
One thing worth noting - PvP is intended to be balanced within very narrow win percentages. A deck having a 53% win rate vs a 48% win rate is a huge difference in ranked ladder. TPoC embraces a much wider range of acceptable power levels. While the small balance tweaks for PvP will affect TPoC, they'll usually stay well within TPoC's target balance range.
For example, Jinx is supposed to be an extremely powerful champion to help carry new players as they learn the game. Even after Super-Mega Deathrocket was nerfed, she’s still an extremely powerful champion and doing her job well.
However, there are still limits for what’s fun in TPoC. If a champion is too weak, it can make playing with them feel very frustrating. If a champion is too strong, it can make playing with anything else feel foolish and ends up being very boring. If a change to PvP pushes a champion past these limits, we’ll want to adjust their deck or powers accordingly. Same goes for relics.
Hello, and thank you for this snapshot, and AMA it's really nice to see how much the developers care about the community and the game!
I have a question regarding the rotation, are there any future plans for printing new variations of already existing cards in the future and including them in standard play or even changing the existing cards themselves? And if so, regarding champions, if new variations do get printed, will we be able to use owned cosmetics we already had for those champions?
Thank you for your time and have a great rest of your day!
Hello! Great questions - we have discussed new variations of existing champions, and we think the separation of Eternal and Standard makes this easier to do (so that there’s less confusion in the Standard environment, for example). We’re always on the lookout for rework opportunities, but when it makes sense for a particular champion, new variations are definitely on the table. Since we haven’t fully committed to a new variation of an existing champion yet, I don’t have an answer yet on re-using cosmetics for new variations - stay tuned!
(I hope it's ok to make 2 posts but I did have a comment that was important to me after reading the info on pets).
As a player that started 6 months ago it's a big bummer to hear we won't likely see new pets, I do understand if the economics don't allow for it though. But I would like you to consider other options for us newbies to get some cool pets.
What if you rotated out the selection (possible on an individualized and random basis) of pets available. Like take all the legacy pets and each month give each player access to 4 or 5 to purchase from the list. This method would keep the pets individual and unique (thus special), increase purchase rate (I'm not buying more pets if I see the same options everry time i open the store. Well I might but none of the ones I have access too are appealing). This also creates some FOMO and interactive responses that will increase purchase rate. Then maybe some of that revenue could be put back into making new pets to add...
I totally feel you on this. I personally started about a year ago and there are a LOT of cosmetics and guardians specifically I'd like to have.
THANKFULLY the personal shop will see some of them (including guardians) appearing :)
Hello, my question to you guys is related to MacOS.
Would it be possible for Riot to tag the iOS/IpadOS version of the game to be able to run on M powered macs (like Marvel Snap does).
Even being a straight "port", just letting us download it and run it as is would be better than running through the means we have now.
Thank you
Hi! Got some detail for you from our operations director Scott Hansen:
Hello! This is something that we looked into and decided to not push on it. Actually exporting a Mac version is not difficult, the big challenge for us comes to needing to maintain and support another platform forever. If we officially release a Mac version, we have to test, QA, and fix bugs for the platform on an ongoing basis, which is an ongoing drag on developing new features. We’ve done some investigation on how many players would actually play on Mac and made the call to focus on building other things with the time we’d spend otherwise on maintaining Mac.
Read moreHi! Here's the more detailed answer, from our operations director Scott Hansen:
We built a cross-shard friend challenge early on in LoR and it took a lot of dev time to maintain and test and infrastructure costs. Shards are basically designed to be self contained. For security purposes, certain things can only talk to other things in a certain way. Other challenges are for things like the databases that store what each player owns (and there’s a LOT of cards), what your decks are, etc, they get very large very quick. Then for matchmaking, it’s designed to only look within a shard for speed and efficiency, also since each shard has different weights on what your ranking is. When we enter a game, for both game start, and game end, you need to update all the back end systems that need new information. With cross shard, we essentially solved this by making a smaller “separate shard” that managed the communication between the shards, which requires servers to run, and a lot of n...
To pull back the curtain a bit on international tournaments we run, we make accounts for specific tournaments and events like Worlds.
While this takes resources from the team, it’s not completely off the table for us to be able to support some grass roots tournaments or events with proven track records and attendance by setting something similar up with the TO's.
When this game launched it had cross-shard play, though it got removed due to technical issues that arose when wanting to implent new features. Most of the other people I know that play this game are on a different shard, and while I understand that some things have to be axed to add to the game, I don't fully understand what features prevent cross-shard from being a thing again, could some light be shed on this?
Hi! Here's the more detailed answer, from our operations director Scott Hansen:
We built a cross-shard friend challenge early on in LoR and it took a lot of dev time to maintain and test and infrastructure costs. Shards are basically designed to be self contained. For security purposes, certain things can only talk to other things in a certain way. Other challenges are for things like the databases that store what each player owns (and there’s a LOT of cards), what your decks are, etc, they get very large very quick. Then for matchmaking, it’s designed to only look within a shard for speed and efficiency, also since each shard has different weights on what your ranking is. When we enter a game, for both game start, and game end, you need to update all the back end systems that need new information. With cross shard, we essentially solved this by making a smaller “separate shard” that managed the communication between the shards, which requires servers to run, and a lot of n...
Read more