Legends of Runeterra

Legends of Runeterra Dev Tracker




16 Jul

Comment

Originally posted by dongivgoldgivstemkey

Yeah and it could just charge up and fail at 0 mana.

Ha ha ha! I love it!

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I tried this out and couldn't reproduce what you saw (Yasuo visibly triggered for his lvl-up condition, but correctly dealt no damage to either the recalled ally or the summoned Living Shadow).

Do you have any other information about what was going on, what other cards were in-play, etc?


15 Jul

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Originally posted by losnoches

Awesome to hear, Jeff! And thanks for commenting! I'm going to check this composer out for sure. Also, do you guys have future plans on allowing us to set our music per board? Or even sell music on the shop? That would be so swell!

No plans to announce at the moment, but stay tuned! We’ve got a few notions :)


13 Jul

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Originally posted by Uthgar

Hey Uthgar from Mobalytics here. This is something we think about a lot. First I would like to thank you for the kind words in that fair assessment. We definitely recognize those problems, and I'd like to apologize for unintentionally making some players' experiences worse.

Right now there are 19 decks in the tier list (that's a lot of viable decks!), and the majority of them are in the A tier. To me this constitutes a diverse meta, and our intention is to honestly create a power ranking that players can discuss and contribute to.

I love LOR and think its the best damn card game ever, even if I don't get as much time as I'd like to play. What is hard to anticipate is how much of a focal point the list becomes and how it would potentially reverberate with the community.

When we created the stats pages and the tier list, we wanted to provide people with tools that they were heavily requesting (whether that was through Reddit or direct message or email). A lot...

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Excellent post, Uthgar! You and your team are amazing and doing awesome work. We are lucky to have you and your team working so hard for our community!

Interesting fact for the LOR community, Uthgar and I met playing WoW in 2005. We were long time guild mates and raiding buddies. Fast forward more than 10 years later and we have randomly met in our careers with me working on LOR and him working on Mobalytics. He is one of the smartest and kindest humans I know.


12 Jul

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I'm not a data engineer, but since I see this talked about often I suppose I'll weigh in.

30 decks was deliberately selected as a cap. To my understanding (again, I'm not an expert) it has to do with smoother login, load, and download performance for all players. Performance of our PC client & App is especially important for us to give the best experience for all players.

I'd have to check with the data team to see if it is feasible as we get this feedback often. My personal take is that even adding more 10 decks is more of a bandaid than a great solution as I imagine players might be frustrated as long as there is a cap at all - Why are there only 40 decks max? And so on...

Anyway, hope that helps!

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Thanks for the post.

This is frustrating and the effect is something we talk about frequently.

It's awesome that streamers are playing the game and showing off new decks. It's awesome that their fans can easily copy those decks and try them out.

The frustrating part is when the meta can seem small or when you feel you're facing the same decks repeatedly. We hear that frustration. But the streamers are not to blame. They are awesome!

The problem is about asymmetrical information and sometimes misinformation. I'll share some examples.

  1. Mobalytics "meta" - The mobalytics data is biased, because it only shows information from peoplel with the app installed and the majority of those people have similar player motivations. When we look at our internal data, which shows all games of all players, we see a very different meta than what mobalytics represents. This is not mobalytics fault. We think mobalytics is awesome and doing a great job. Howev...
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11 Jul

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Originally posted by Kyryck

Hello again. So as an update, I played against two friends last night and we all completed quests after going to the first draw with zero issues. I also asked the one that had the Braum quest if he remembered if we went to the end of the first round and he said that we did indeed. I am unsure as to why precisely the Braum quest didn't complete that once, but although we didn't have that specific quest again we didn't have any issues this past day. I will forego posting again unless I encounter more difficulties or odd behaviors in quest completion.

On a similar note, thank you for taking the time to respond to my concern. While I was dispirited upon discovery of the issue, and was irritated with Riot for making things difficult, I am glad to be shown wrong and that it wasn't a change made to incentivize card purchases but rather a change as a result of the new game mode. My apologies for the quick resort to complaining on Reddit instead of collecting a couple of days ...

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No worries, I appreciate you taking the time to reply! The internet can be a tough place, and I can understand your skepticism. Thanks for taking the time to ask questions and learn <3

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Originally posted by jinfanshaw

didnt know that thanks

You got it. :)

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Not the easiest to find, but we do support this (because you're absolutely right, knowing the base health matters!).

Check out this button on the detailed view of a card: https://imgur.com/a/uj4ZZqi

Pressing it gives you this view of the undamaged (and unbuffed) base stats: https://imgur.com/a/OtbGcnL

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Originally posted by shutupreddit2

Lovin the lab music!

(yeah I was too lazy to paint the part outside the window)

On behalf of the Labs team... You get us.

Same (chill)wavelengths.

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Originally posted by Kyryck

How nice, a developer response! Thank you for taking the time to read and respond.

There may indeed be something going on then, because I believe the poster at the top said that his quest was "win with Shadow Isles" and that it didn't work during his friend match but it did against AI. I don't know if he played to the first round draws though, since he didn't post that.

I know that personally I had a friend yesterday try to do a quest where he had to win with Braum and we tried a surrender (he doesn't have a lot of Freljord cards and can't really make a good Braum deck) at the mulligan stage and it didn't give credit. We then tried to play a round each and then I surrendered again and it again did not give him credit for it.

I appreciate the response however and I will purposefully see about quests tonight again to collect further data and post if I encounter more difficulty completing the standard boilerplate quests while I'm playing with people I know...

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Sure thing! "Win with Shadow Isles" is one of the quests touched by this change since it checks if your deck has Shadow Isles cards in it, but if Win with Braum also didn't work after playing a round that would be unexpected ^ ^ ;


10 Jul

Comment

Originally posted by imbusywithinternet

I did the work for anyone wondering. Jinx player uses Get Excited (deal 3 to anything) to bring Swain health low enough for Jinx quick attack to kill him and live. Then karma player responds with Death's Hand (deal 2 to enemy and 1 to nexus) and 2 are used because Karma is levelled up (she casts a copy of the spell you cast). So now 4 spell damage is hitting the Jinx which will kill her. The Jinx player then uses Unyielding Spirit (a unit can't take damage or die) on the Jinx to keep that bitch going. The Karma player says well f**k Heimer then and uses Death Mark (remove ephemeral (unit dies at end of round or when it deals damage) from an ally to grant it to an enemy) on the octopus asshole and gives ephemeral to heimer. At the same time the Karma player uses Concusive Palm (stun an enemy and summon a 3/2 prick) on the Jinx players elusive (ha you can't stop my attacks) fish. Again because karma is levelled up she copies both spells and casts them on the same targets. In the end ...

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Whoa!

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Hey folks! Quest design owner here! Quests should still all be completable vs friends (except for queue specific ones that ask you to play a specific game mode) but we did make a change to how a few quests track progress.

Previously, any quest that checked the contents of your deck (quests like winning with a specific Region or specific card(s) in your deck) did so at the start of the game.

With the introduction of Labs, sometimes unusual things happen to your deck at the start of a game (fun fact: before you mulligan in ARAM, your deck is entirely composed of Champions!). To give Labs more space at the start of the game, those quests now check when you draw your first card of the game on Round 1.

So, if you were not getting quest progress and were snap surrendering during mulligan, that would be why. But, if you are seeing other quests not progress during Friend Challenge, please let me know, because otherwise quests should work the same as before!

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Comment

Originally posted by dutch_gecko

Thank you for considering colourblind players

we try!

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Originally posted by iEslam

Maybe hovering over a card would highlight all the spells affecting it, and vice versa; hovering over a spell would highlight all the cards it affects, and the highlight color changes based on who owns the spells, this way; we can track red lines to enemy spells, green or blue lines to our spells.

Thanks for the suggestion! An overall goal of giving more info to players on hover is one I totally agree with especially since top level info can get so dense and complicated. One tricky thing with hover (there's a lot!) is that it isn't as useful for touch based devices (especially smaller ones) since we have to bring up the hover card itself and often that card will be on top of the targeting lines.

In terms of highlights we actually really try to only use 2 highlight colors Blue and Gold. Blue being the standard highlight color which means something is playable and Gold being something is playable with a special effect. I imagine you're more talking about the color of the target wisp or trail. In those cases we've mostly stuck with Blue for a couple reasons: Color can be tricky for colorblind people. Color can be very hard to balance on the various playmats plus during Oracle's eye

In any case that's a whole bunch of blah blahs & excuses, when...

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Hiya, Jeff here from the LoR audio team. I'm really happy to hear how much you're enjoying the music direction for Labs! And I'm right there with you, playing the music on repeat to bring some chill vibes to my day.

This track has a working title for the moment, but I love the suggestion of 'Beats to experiment and hextech-trasmogulate to'. You'll see that it's already made its way to YouTube, and there are plans for sharing the music of LoR more widely later on.

I especially want to call out the efforts of composer Clément Belio whose delightfully inventive music has given the Labs a feeling all their own. Now...back to looping this tune one more time.

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In the past we tried several strategies to make it easier to tell who “owns” which spells on the stack. Color was one of the first we tried, but I found that not only did it not help make things clearer, it actually made spell clarity much much worse. Also color can be tough from an accessibility standpoint for colorblind folks

I definitely think you all are right that situations like in the one pictured clarity gets pretty bad and I think we can make improvements for sure. We built some tools like showing hover states, and of course Oracle’s Eye to help. Thanks for bringing this up! I’ll certainly keep a lookout and make sure our clarity bar doesn’t slip. I appreciate the feedback

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Originally posted by balencedrago

i absolutely adore rng labs. its so low stakes and fun. i have a blast. thanks so much for all your hard work

<3