Legends of Runeterra

Legends of Runeterra Dev Tracker




28 Apr

Comment

Originally posted by gusgalarnyk

But it removes a negative play experience. I hated sitting on a big minion because I had efficiently kept my guys alive earlier. Honestly I hate that there's a # minion restriction at all.

+1 to this; it's an experience that's especially punishing and common for new players.

In terms of the minion restriction, some of the comments below capture it well. But in addition to the visual complexity, the bigger reason is actually in the mental burden of large boards in a world where your opponent gets to choose who does/doesn't block.

Using MTG as an example, I've played a LOT of it for about 15 years, and I still frequently have situations where I've got 10 units on board, my opponent has 10 potential blockers, and it's too much for me to figure out. So I'll just swing in with everything without much thought and hope for the best.

With this new rule in place, we'll feel more comfortable going wide in creative ways moving forward, but we'll do our best to avoid putting players in situations where they are just blindly swinging because all the possible combinations are overwhelming.

Comment

Originally posted by Frewsa

Yeah I’m really not a fan. You used to be able to strategically leave things like spiders alive to keep the enemy from dropping his bombs in the late game. Or not letting jinx get a death rocket because she drew a unit. It really seems like they removed a layer of strategy to the game.

I think that's a very fair reaction, and even once you have your hands on it you may end up still feeling the same way. The hope is that this shifts some of strategy/skill away from the old rule and more in different directions.

It's also move to prepare us for the future - In general we prefer to have less complexity in the rules and more with the cards. So hopefully we're leveraging the design space opened by the the rule in ways that you'll enjoy.

Comment

Originally posted by DrAllure

My yeti deck has lost a couple of f**king times cause people refuse to kill my f**king yearlings.

Had a full deck of crap that i couldn't replace with my yetis in hand cause of yearlings and all this other stuff lol

Yep, this is a Feel Bad that a lot of us have experienced even with many hundreds (thousands?) of games played under our belts. I did it recently to myself with a Heimer deck, and I'm personally excited to not have to worry about that as much in the future!

Comment

Originally posted by ionxeph

it changes how players will play too, I frequently float mana and hold cards back just to not fill up my board and give myself options, especially with some token generating cards like brood awaken, this change means I don't have to be as careful

Great point. And if the rule is working well, hopefully we'll be making more decisions like brood awakening based on what you think your opponent is trying to do (not based just on the state of your back row)

Comment

Originally posted by deathfire123

Surprisingly, LoR is very playable on mobile. I was shocked at how well ported it was

Because it's not a port :) LoR was Designed for both platforms from the beginning.

Thank you for enjoying it on mobile!

Comment

Originally posted by AndreiHyddra

Yea, just yesterday i won a game cause i stunned all enemies and my opponent had a full board. This changes so much

Correct, we've been playtesting with this new rule in place for a long time and it definitely changes some mid and late game play with only Set 1 cards. But part of the reason the change is coming with Set 2 is to open up the design space of our cards so that we have more options for game-enders that won't have as much backfire potential.

One example of a card that has since changed was one of the original Gangplank designs when the barrels didn't stack and each took up a slot in the backrow. A design like that without "Playing Units on Full Boards" AKA "Clobber" as we refer to it internally wouldn't really have been possible. We ended up changing the design for other reasons :) but hopefully that illustrates the point.

Comment

Originally posted by ionxeph

that change on full board is pretty important

Agreed! And perhaps we should have given this change more love in the patch notes. I'll jump into this thread with some responses, there were some really great points brought up.


27 Apr

Comment

Originally posted by Glatzigoblin

HOW DID NO ONE ASK ABOUT THE INCONSISTENCY OF CARD TEXTS AAAAAAAAA

We know this is painful. We care deeply about this issue. It's complex and involves several teams. We do not want to make excuses.

We are going to spend some dedicated time focusing on these inconsistencies to improve the text quality of our cards.

We appreciate all of the feedback.

Comment

Originally posted by xMkingx

A lot of devs will send out the patch notes to the reporting organizations before the actual release on the promise to not release them before a set time. It gives them a chance to write up articles.

Yup

Comment

Originally posted by t999rex

the other user said the opposite thing ,but now his comment is getting downvoted so i assume you are correct

Progress goes towards next week's vault.
The temporary lock is because we wanted to limit any feelings of regret for opening a vault hours before the new cards drop.

Comment

Originally posted by Redwood177

There was a cool looking moose thing on the freljord side too.

Freljordian herders who confuse the children of She who Wanders with a common moose are in for a surprise.

Comment

Hey all! So the bad news first is we won’t have a “set” filter for our launch. We’ll get there soon along with a bunch of other deckbuilder improvements.

We will definitely have updated region filters.


26 Apr

Comment

Originally posted by Totaliss

Thats Riot 3 Teemo mains 0

I love Teemo! He's one of my favorite champs <3

Comment

Originally posted by remlek

As a Teemo main, I just want to know if his shrooms will consume enemy barrels. If it is like Gunsmith, I assume it will.

Barrels don't amplify mushroom damage.