Legends of Runeterra

Legends of Runeterra Dev Tracker




05 Oct

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Originally posted by DragoCrafterr

wait I can't believe you replied omg

see me in a few hundred thursdays

Deal.

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Originally posted by LongFluffyDragon

Always interesting.

I also really like the "mario maker" idea of letting people make/share/vote on puzzles, that could have some insane fun potential..

To be fair, I only designed a few of the Boomsday project puzzles. I pitched the feature though, based on the faeria Puzzles I did originally design. :)

The idea is older than that of course though, from chess puzzles that inspired the MTG duelist magazine puzzles, and the yugioh videogames that included similar puzzles too.

The really neat innovation of the Boomsday ones were the Mirror puzzles imo. Lots of very cool open-ended ones there.

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Originally posted by Tutajkk

Hearthstone had an expansion where instead of an adventure, they intruduced a mode with bunch of "find the lethal" puzzles, those were really fun.

Thanks. :)

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Originally posted by DragoCrafterr

saved this for months which one was it :eyes:

We work a loooot further in the future than you think :)


04 Oct

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Originally posted by PixelPlus

Isn't that missing out on the entire benefit of having a digital cardgame though? It seems like the much simpler answer would be to just change the text of Dark Depths to mention it can't have counters removed in any other way. Every single thing that Rotation seems to solve can be fixed with careful balancing, unlike physical card games where banlists and rotation is the only way to fix the issue of design space being limited.

Digital cardgames have a lot more tools than physical ones, for certain. They also have other problems of course (don't run into as many bugs as physical cardgames, you don't need to make specialized UI flows for something like Fact or Fiction, etc.

However, adding text to cards to prevent combos as they arise makes them unmanageably complex real fast. The number of redesigns and exceptions that exist to prevent cards from comboing how you expect they would if you know the previous cards gets out of hand real fast, and isn't always apparent how you can do it in the first place.

On the other hand, in eternal formats Vampire Hexmage suddenly made a previously forgotten card super exciting. If it had been prevented from working as a combo with bonus text, Dark Depths would be getting complexity creep just to stay the same; still restricting design space but in reverse as you have to redesign old cards to make room for new ones... And often end up breaking many 'fair an...

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03 Oct

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This is a really good summary of the concept of design space.

A good example from MTG might be how the card Dark Depths was an obscure land that did something pretty unique - it came into play with 10 counters and let you remove one for 3 mana. Once you removed all 10 it gave you a 20/20 super-powerful monster.

This design was cool, but it also restricted the space for designs that removed lots of counters from a card. Much later the card Vampire Hexmage was printed, a 2-cost card that could remove all counters from something. It was an interesting option for answering planeswalkers (a powerful cardtype that relies on counters). However, it ALSO was an insanely broken combo with Dark Depths, allowing a turn 2 summoning of the 20/20.

This combo was exciting in eternal formats, and is still played today. It's a classic at this point. However, it never broke standard; because Dark Depths had rotated out before Vampire Hexmage was printed. In standard, Vampire H...

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02 Oct

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Originally posted by Plague-Amon

I feel like it’s irrelevant whether commander is fan made or not if it still works perfectly well without rotations

Commander is special because every playgroup has their own effective ban list, and it’s a multiplayer format where you can gang up on the person winning. People intentionally match the powers of their decks to each other, decide what they don’t want to play against (Armageddon and winter orb may be legal but good luck being invited back to most playgroups if you use them a lot). The commander rules committee that manages the format’s bank list makes a strong point that they expect playgroups to be self-policing in many cases.

Rotation in LoR isn’t planned the to be automatic based on time of release like in magic though. It’s planned to be a curated list based on cards that we think reduce the design space or archetype variety in standard, but want to preserve for eternal. If we want to weaken a card in all formats we can still just nerf it. If removing a card from standard ends up causing unforeseen issues, we can bring it back in.


01 Oct

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Originally posted by whateverfollows

I have never played MtG, can you help me understand the difference between Commander and the Eternals format LOR is planning where all cards will still be legal?

I love commander! The main difference between commander and other eternal formats is that commander is a social format where playgroups follow their own agreements about what is too powerful and what they want to play against. Many cards that are legal are banned in most casual playgroups by telling the group “I don’t want to play against winter orb, it’s not fun”. Players tend to rate the power level of their decks and intentionally don’t bring “high power” decks to a “low power table” if they want to be invited back. In fact, the people trying their hardest to win with the strongest cards available are a subset called “cedh” or “competitive edh” (edh is another term for commander). This is not how most tables play.

Additionally, commander is a multiplayer format that makes it possible for multiple players to gang up on a stronger one.

Also, many commander players are strongly against wotc printing new cards specifically for commander as they often prefer a more st...

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30 Sep

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Please send a ticket to player support, they should be able to fix you.

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Originally posted by UNOvven

I mean, something that could change it is clear communication. For example, stating that eternal will have permanent ranked modes, that it will have tournaments at exactly the same frequency as standard, that it will get exactly as much balance attention as standard and QA attention as standard and that cards will continue to be printed designed for eternal in every set.

The problem is, what we were told, says that none of that is planned. Eternal wont have permanent ranked mode. It will see far less attention (since otherwise the supposed benefit of "hey, balancing gets easier" disappears). It wont get new cards designed for it. It wont get as many tournaments. It simply screams of Eternal being like HS' wild. A format that only exists so that technically its rotation instead of deleting old cards, but a format that is fully intended to not be played by anyone.

It will see far less attention (since otherwise the supposed benefit of "hey, balancing gets easier" disappears).

There's a lot here, but I want to clarify something on this - since I've seen this assumption in a few places.

One of the reasons that balancing and design gets easier while caring about two formats is because there are two formats. Some players want to play with azir/irellia and have it be powerful. Some people want to stop playing against azir/irellia, or have room for other decks in the meta that pair with azir in other ways.

It's difficult to have your Azirellia and eat it too. If you have a single format for all these conflicting players that want opposite things, there is no balance point that addresses both of them fully. Some people want to preserve their favorite decks from the past and see them be top tier meta contenders, some want to see new champions and archetypes take center stage.

The advantage t...

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My vote is definitely Golden Crushbot, no question. It's not hard. It's just slow.

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Originally posted by RedShirtKing

I'm sorry you're getting downvoted for this clarification, but I think it speaks to how the original analogy is a bit flawed. There's a real concern within the playerbase that splitting the formats will mean Eternal gets less attention on foundational issues like bug fixing, and the phrasing both here and in the article only accentuated those concerns.

Bug fixing feels like the one factor that shouldn't be evaluated when determining whether a Rotation format is helpful, and I hope future messaging makes it clear that bug fixes/technical concerns will be taken as seriously for the Eternal format as it is in Rotation.

I totally understand folks are concerned that eternal would get ignored. I don’t think that will change until we prove otherwise. I’m simply clarifying that this is being taken out of context, we made a list of the many reasons the game becomes more expensive to develop over time. This is not a list of things we plan to ignore thanks to rotation.

The reason for this list is to explain why the costs have been rising over time, so finding ways to make the game more manageable overall is valuable now, when it wasn’t necessary at the start. This is why noting the increased complexity of testing the game for bugs is part of the list, because that increases the overall need for scope savings elsewhere.

Not sure how else I can explain what we meant when we wrote that. I feel like I keep repeating myself.