Legends of Runeterra

Legends of Runeterra Dev Tracker




05 Aug

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Originally posted by TheSkilledRoy

Hey Dan,

Sorry I'm a little confused at this, that team shift was meant to be towards PVP; but as far as I was aware, Alexz was a set lead on sets of Bilgewater and Bandle City. I thought it was just the PVE team that was leaving?

The focus of the product is PvP and the core audience, yes. And Rioters who are excited about that stayed on LOR and Rioters who wanted a change (maybe they've been on the game a long time, maybe they want to practice new skills, or any other myriad personal career path reasons) were fully supported in that, regardless of what part of the game they most recently worked on.

LOR is not going away and the reassurance is that this is all part of the plan and what was said in the article is the commitment - " Riot is also committed to continuing to support our game and our community. This pivot will allow us to serve the core LoR players and hyper-focus on our core audience, while also turbocharging other great games from Riot"

Its the passion of the players you should look to, not any individual's career choices. If you all love playing the game, there will be Rioters who love making the game. It's the players passion that directs Riots decisions. The fact devs want to ...

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This is magnificent.

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Originally posted by Envy_Dragon

Thank you for responding! I want to emphasize that it's still a really good game, and I hope I wasn't coming off as negative... like most people on this sub (I imagine), I talk about the negatives because I want the game to succeed, just like you guys do.

And thank you in particular as well for being so active on this subreddit. I know you probably get a lot of harsh comments because you're visible, but it makes so, so much of a difference to fans when it feels like the devs are hearing us. A lot of the time we don't see the thought process or the hard work that went into making the stuff we love, so even getting snippets like "we're looking at filling gaps in this area" makes such a big difference. Hearing what the team prioritizes, why this gets implemented over that, adds humanity to a system we generally only get insight into in the form of patch notes.

Thanks. It means a lot to see responses like this too. :)

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Originally posted by Person454

Is there somewhere we can see who's getting the new roles? Feels like we're only seeing people leave, not join.

I just heard about a new hire today actually, and got to catch up with a new person on the community team as well the other week. You’ll be seeing more people announcing they’re leaving than joining in the short term though - since this is all related to that earlier announcement.

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Alex is a fantastic designer, and its definitely sad to lose him. Just to clarify though, this is part of the same team shift announced a while ago - people are just settling into their new roles at different paces and announcing accordingly.


04 Aug

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This is extremely detailed feedback, thank you for taking the time to write it. I also want to thank you for supporting the game as much as you clearly have. I hope you keep an eye out for any new updates we add to the mode, because the system isn't finished yet and there are gaps that still need to be filled in the experience - particularly in the endgame as you mentioned.

In the short term that means that it's easier to run out of interesting new content and ways to earn new relics or fragments if you are an extremely dedicated player. This is something I care a lot about improving.

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Originally posted by gonomodevil

Man, another one... should we be worried?

Just to clarify, this isn't a new event. It's a shame to not have Alex of course, he's a great designer, but this is part of the same team shift announced a while ago. People are just settling into their new roles at different rates, and announcing accordingly.


03 Aug

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Originally posted by Humbling123

You seem active on the subreddit today. How have you been?

It's very thoughtful of you to ask. Thank you!

I'm doing great!

<3

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Originally posted by thanatopsian

Great post- i'm going to steal your explanation of how to provide feedback :P

It's interesting that other developers have this issue too regardless of how different the user base is. (I write software for professionals). I also struggle with feed back that is "I need {X} feature." and not what their problem is.

Another aspect of the OP's main point (to tell us what you're experiencing) is that users often report different symptoms of an underlying issue. Lets suppose the main feedback in their example was "The distance between {A} and {B} is too long", with other minor feedback of "There's nothing to do in the new zone, please add more mobs." and "There needs to be a clearly-designated area for me to level, i don't know where to go". The OP's final solution solves all three of the top player issues (and notably doesn't employ any of their proposed solutions) because the underlying issue was a lack of user-direction (provided by a robust quest system).

Nicely said. :)

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Originally posted by ProDier01

Why the hearthstone pfp though

I’ve always identified with nerd dragons. Had it for years.

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Originally posted by ThePedroJay

Hi Dan! Yeah especially on mobile it seems reddit could use a more obvious UI indicator. I'll make sure to add a more visual pointer for future seasons in the documentation.

I was just checking out some of your podcast listings, appreciate you stopping by! I imagine draft and LoR in the same sentence raised an eyebrow

Two eyebrows. Excited eyebrows. :)

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Just want to let you know that we're aware of this art issue. We're looking into it.

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Originally posted by morkypep50

Agreeing with other posters, I think the culmination of all the complaints recently come down to "games are ending too early". Game ending combos going off on turn 5/6 as opposed to 9/10. Compared to other games, I have experienced Aggro metas where games are ending way before mana cap. But Kaisa isn't an aggro face deck. It's midrange/combo. In other games, combo finishers go off at mana cap. In LOR, combo finishers go off at half mana cap, or slightly after.

Edit: I see a lot of people attack spellshield and I think it is misguided. Spellshield is only a problem when a 5 drop becomes unstoppable with it. Spellshield on lategame bombs makes them actually threatening, but when your 5 drop can win the game on her own, spellshield becomes OP. This again feeds into what I said before. Games shouldn't be ending so early. Midrange decks should be closing out at turn 10. A 5 cost champion should not be winning the game in 1 or 2 turns, whether they get spellshield or not.

I think it also feels way more intense in LoR than in some other games, because players get mana and play cards twice as often per chance to attack. If a game is over in 6 turns in MTG for example, the opponent often attacked 5 times. In LoR the opponent may have only attacked 2-3 times. Even more cards are being played in LoR, but compressing that much damage into 2-3 attacks can make the experience feel more "OTK-ish". LoR's unique economy is super interesting to design for.

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I love this! Looks amazing!