Legends of Runeterra

Legends of Runeterra Dev Tracker




04 May

Comment

Originally posted by ScrollLockKey

Okay, I wasn't very sure of my claim, and I wasn't expecting Riot Cashmiir to answer me.

Just to be clear, LoR Senna was developed before LoL Senna?

Yes! LoR Senna was developed before LoL Senna, but the teams worked together closely to ensure there was a consistent story and that both versions of Senna were representative of who she is.

Edit: Grammar. WrItEr AcKsHuAlLy

Comment

Originally posted by ScrollLockKey

Wasn't LoR Senna developed before LoL Senna?

Yes! I worked with Senna's DNA team and one of the things we talked about (but didn't talk about in the article because it was uncharted territory at the time) was Senna's LoR and League development timelines.


03 May

Comment

Originally posted by Runmanrun41

What a fun read. Makes me think, theoretically, eventually we'll have every single champ from LoL in LoR.

We do want to include every champion from League of Legends. We don't have a clear timeline on when, so it may take quite a while, but we absolutely do want to try and include all of them eventually.

Comment

Originally posted by Alnath

Thank you for sharing! Truth be told, I was anticipating to see Braum while I was reading the article heh. I'm glad you guys settled with the current version, I feel it really does fit Braum better. :D

I know, I'm bummed I didn't get to add him. I play him a lot in League and he has a special place in my heart (EVEN IF I HATE FRELJORD DECKS WITH ALL OF MY BEING).

I can't make promises, but I'd love to do more of these and cover the other champs we didn't get to talk about. Fingers crossed!

Comment

Originally posted by Lifedeather

This was really cool. Especially giving us behind the scenes on how different artworks were picked and mechanics being tested.

My personal favorite moment in the article was reading “I’m a big fan of Yu-Gi-Oh,” says UNCONKABLE . Yugioh is my favorite card game, and hearing someone from the Legends of Runeterra team mentioning is felt amazing. The initial trailer for Runeterra and all the Reddit posts and discussions focused on Magic the Gathering or Hearthstone, I didn't think they were ever being influenced/making something Yugioh inspired. I gave some feedback during an early LOR survey sent to my email about taking influence from Yugioh, and I am so glad they did in a way :)

Edit: Looking forward to more of these articles and other champion's design stories! Keep up the great work guys :D

There's actually a lot of Yugioh fans on the team, including myself. I'm a pretty lapsed fan personally, but when Duel Links dropped you know I was in there grinding to KoG

Comment

Originally posted by DrayanoX

“I came into the office one day and there were a bunch of explorations on the wall, and I saw this dude on a chariot with these three ghostly sharks. And it made such little sense that I was immediately in,” laughs UNCONKABLE. “One person on our team at the time absolutely hated it.

Burn the non-believer !

Don't worry, we later gave the non-believer his own framed copy of the artwork. I haven't seen it, but I'm just going to believe that it now is displayed right above the mantelpiece in his home

Comment

Originally posted by Alnath

That was worth every minute reading. A bit bummed out you didn't get to share some of the other champions' background, but I still really appreciate this post and this amazing game!

When going into the meetings with the devs I have an idea of the general topic, and then just kinda wing it when I ask them questions. When I transcribe the meeting (bane of my existence) I figure out what I want the story to look like. Unfortunately for this one I realized after the meeting that I wanted to talk about the champs separately. And I didn't really have a meaningful story to tell about every single one. One of my drafts had a few fun facts about the others, but it just felt like a disservice.

Based on the Braum flair I can tell you this: Braum's earliest iteration was basically just a set it and forget it. Basically, you'd select another card and he'd take all the damage for that card. It just didn't really feel super exciting to play, so...

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Originally posted by AfrostLord

You can't just tell me there was a Heimerdinger alternate wincon but not reveal what it was

UNCONKABLE would be able to shed more light on it. But if I remember correctly it was trying to build tons of turrets. It's similar to how he ended up, but I can't remember what the wincon part was.

Comment

Originally posted by Seba7290

Super interesting read. I love getting insights into Riot’s creative process - both on this game and on League.

Glad you liked it! It was the first time I've been able to work with the LoR team, and it was really delightful. They're incredibly talented. I hope I can do more of these in the future!

Comment

Originally posted by [deleted]

[deleted]

Great question! The best way is through our support portal: https://support-legendsofruneterra.riotgames.com/hc/en-us

That way those tickets will get to the right teams with all the right info too. Thanks!

Comment

Originally posted by TB-124

Yes, it’s easy from home, but as you said the resources are the smaller problem for the Devs...

First of all communication is more limited then when they are all together in the office, also you should know that it’s way easier to get distracted from work when you are home and most of the devs have families so it’s hard to focus

TB-124: Yes!

Comment

Hello! Thanks for the thoughtful message and the feedback. I’m always so impressed with the amount of positivity in this subreddit, and I definitely appreciate the constructive feedback/criticism. We are in this for the long haul!

My main focus is on gameplay, but I try to keep aware of the whole state of the game. I looked through and of the bugs you mentioned in your original post are on our backlog and will get addressed. One of the tricky parts of dev is the fact everytime we build a new feature we find or introduce bugs. Bah!

I will also agree that if you were a dedicated LoR player before 1.0 then there might not feel like there were a ton of new features in the last patch. Trust me we do have tons of new stuff planned for LoR this upcoming year and some of it I’m really excited and I think you all will be too!

Thanks for your patience and for playing. Please keep the feedback coming too. I’m glad you all just want LoR to get better and...

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Originally posted by Tandyys

I guess my mastery of nuances is also baffling :-D.

I meant it as a praise (first time was your 'state of the meta' statement). Nothing I heard wasn't to my taste, it's quite the opposite.

It's the game that isn't really sticking with me. LOR is a fantastically well done game, I absolutely don't question the choices made (well ... some, but that's marginal), and I am in awe of how well you guys do what you do. But I'm afraid it's not what I enjoy.

I think design space is too small // granularity too large. Gameplay is too much synergistic, self-centered, and the balance between ingame decisions versus pre-game decisions is too much skewed toward pre-game decisions. Basically, too much MTG-like. End result is interactions with the opponent matter ... not that much. And the game becomes repetitive too fast.

I prefer 'muddy' games where your plan (eg deck) doesn't 'simply work', neither does your opponent's, and the largest part of the game is how e...

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Thanks for taking the time to reply!

If players feel like in-game decisions don't matter enough, we've failed. Mastery can't just be deckbuilding. This is something we think about a lot, and we've seen some (but not complete) similar feedback from the highest level players as well.

I do think decks will still have clear "Plan As" to a higher degree than you see in some other games just due to how often the game drives through Champions, but we definitely can provide more ability to gear-shift / pivot in-game too.

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Originally posted by Tandyys

This is the second time I'm just baffled by u/RiotUmbrage (in two occurences). Some more and I'll be considering starting a cult.

Feels like the insight and vision is three steps beyond what's usually considered 'good'. The statement on esport for example (goal is to have games that last for tens of years into hard skill ceiling into esport as a way to value mastery of the game) is just wonders.

I'm just sorry that ends in a game that probably won't fit my tastes -_-

Is baffling... good? D: What did you hear that wasn't appealing to your tastes?

Comment

Originally posted by Scatti94

Happens when lee sin levels up after the first spell. This is a bug and i think it will be fixed next patch. (In about 1 week)

Yep, next patch.


02 May

Comment

Originally posted by ZGiSH

Man you don't know how much I appreciate that the dev team is taking into consideration consistent syntax. It's one of the best parts of Magic that other games could learn from.

We absolutely value consistent syntax, but we also have accepted much tighter text constraints due to things like:

1) Font and textbox size - Localizing for all languages+the size of card text we're excited to put on phones. 2) Card complexity - We have more 'live' cards in hand on average, which results in more cards in play

That's a major reason why you see us experimenting with text that often reads less naturally. While it's awkward to read initially, if players can understand it still, it gives us a valuable shorter template that we can consistently use moving forward. Otherwise we just don't make those cards.

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Originally posted by Dakidmen

My problem regarding all this issue, is that if you don't have phases, I should be able to summon and attack whenever I want if I can correct ? I can't do things like summon attack summon attack, which would be weird if it happened..

And when its the enemy's turn, I can't summon to block if they go straight to attacking.

Sorry I didn’t mean to imply we don’t have phases at all, what I meant was that that our phases don’t follow a linear patch the way other games do (MtG being the best example).

And I totally agree that being able to communicate the state your in (example: Can I summon a unit?) is not totally intuitive and I wish it really was. That said I’d love for you to play some more and hear more of your feedback.

I think our game is awesome (obviously!), but I do think there’s a pretty steep learning curve that I would love to be able to smooth out.

Thanks for the feedback and for playing!!


01 May

Comment

Originally posted by Kuro2810

Thank you for working for stuff like this which may seem trivial but we actually care about them!

We do too