Legends of Runeterra

Legends of Runeterra Dev Tracker




28 Apr

Comment

Originally posted by Roosterton

Yeah they probably have a "display related cards" script which automatically calls up any linked cards, and since it links to itself is just recurses up to the limit

This one's actually intentional, we thought it was funny since it's a unit that creates a copy of itself.

Comment

Originally posted by iidevilz0

u/riotstrokke are you guys going to fix the inconsistency in the cards wording before launch?

Nope, unfortunately that's going to have to be a problem we continue to work on in the future.

Comment

Originally posted by MohanadElsawy

I was really happy to know that the new card backs will be free if we progress in the regional rewards and as a beta player that is already got all 120 levels i can say thank you Riot for being generous

Well done! Which 5 new levels and card back are you going for first?

Comment

Originally posted by [deleted]

Maybe it’s in a lake, not a sea

I honestly laughed for 30 seconds.

Comment

Originally posted by GuiSim

My guess would be that it depends on the length of the keyword. FEARSOME uses more characters than DEEP.

In fact, this is probably dynamic so that it can work in various languages. I guess Japanese keywords are probably shorter than French keywords and thus can display their label more often.

You got it. It is dynamic. I really think our game looks fantastic in character-based languages. I wish I could play it Korean, but sadly I can only read English. Ha ha!

Comment

Hello, I'm that dev that you quoted here!

Bilgewater cards that draw from the enemy deck cannot draw Champions. In LoR, creation/generation effects will not get Champs unless specified (Island Navigator will never create Fizz, for example). We do have Sleight of Hand though, which actually does specify "non-champion card". We're a little more explicit there due to the fact that it's the only card that draws from the enemy that could conceivably be able to steal a champion spell. We want it to be clear that it cannot do that. Strong-Arm also specifies follower only, which is a much more understandable and well defined term.

These defaults are really helpful for understandability and consistency, but sometimes only after learning a concept. I think we're getting a ton of good feedback from players around our card text. As we mentioned in the State of the Beta article and in the clarity changes from the latest balance patch -...

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Comment

Originally posted by pi73rmaster

Yea, the change is straight on terrible, it changes a lot of stuff + it makes the game more bland and deletes a layer of strategy. A change to cater to newbs.

Sorry you feel that way! I've commented a lot in this thread, but I'll say to your concern that hopefully removing the complexity of the old rule will be off-set by the extra complexity we start adding to the game with this and future expansions.

Spoiler - sh*t gets wild in the future. I think the game rules becoming a little more "bland" will be worth it when we move that spice to the cards!

Comment

Originally posted by HARD_SISCON

I don't think it will be that much of a deal honestly. Very, very few decks were able to flood the space like that. Wasn't it just spiders and Dinger ? I like it personally. Much less frustration and it will help those decks a bit.

And it will open us up in the future to do more go wide decks without feeling like we're seeing players up to screw themselves!

Comment

Originally posted by Aevio11

Now you have to actually consider what to do if they have another creature in hand. This doesn't remove strategy, it only changes it.

This is a key point - we're moving strategy/skill from one area to another. Nothing is set in stone so we'll monitor feedback, but from what we've experienced internally what you're saying has been what we've felt.

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