Legends of Runeterra

Legends of Runeterra Dev Tracker




15 Aug

Comment

In the AMA when people were asking when it's coming out, I wanted so badly to just say "NEXT WEEK!" I'm glad everyone is excited for it though. You'll have to post pictures of your shops to see who's gotten something good in their shops


10 Aug

Comment

I salute your bravery!


08 Aug

Comment

Originally posted by noop_noob

Oh, that doesn't use a skill so it's all fine and good! Giga Gromp + Transmogulator is a personal fave, I made a whole deck around it when we were in Bandlewood dev. It's actually the reason most Ambush units don't say they need to be transformed by their Ambush spell.


07 Aug

Comment

Originally posted by noop_noob

There are other ways to do this???

I mean more that we almost always change it in dev before it releases, but our system is thankfully very robust so it's not a huge deal if it ships.

For example, Avenging Vastaya used to create his ambush skill when he transformed for any reason. If you Hextech Transmogulator'd something else into him while combat was resolving, he'd put it on the stack as the very last thing to resolve. Technically functional, but unintuitive enough to change his card text to completely prevent it.


06 Aug


04 Aug

Comment

Originally posted by CrossXhunteR

They are at least aware of the interaction. I'm assuming Artificer will get changed to a Play: effect in the future to prevent weird stuff like this from happening.

Also, glad to see your video confirms a question I was having with this interaction. The opponent attacked but got the first priority after the attack phase finished since your Cannon Barrages resolving automatically passed priority back to them. Only learned the other day about how this timing of "burst" speed skills works with priority, when someone here was asking about Leona and Heaven's Aligned passing prio.

Hey that's me! We have indeed aligned on changing it to Play in a future patch; our system can handle creating skills at weird timings like mid-combat, but it's not intuitive and we try to avoid it as much as we can.


31 Jul

Comment

Originally posted by Kieron_Marshall

Would you consider opening a community poll so that people can vote on future cosmetics similar to the community card kitchen?

I know there are other games that open competitions where the most upvoted designs are created so that they can first grasp the enjoyment of the player base before spending the resources to create it.

Personally I think this would be the best way to handle cosmetics moving forward and would also let people vote for what they would like to see!

This is a super interesting idea!

Sometimes there are variables that require us to fit a certain theme (Runeterra-wide Soul Fighter for one example).

As you can see in real time with the community card kitchen, the pipeline for creating a card (and cosmetic) is super long.
Our counterparts on League did something similar. It can be tricky because once you get into development sometimes pulling off the idea from "concept" can turn out to be tougher than anticipated down the line.

With all of that said, it's definitely something we'll discuss with the team and keep in mind!

Comment

Originally posted by abetadist

Thanks for the AMA! I think one of the biggest challenges for LoR is monetization. Boards and Guardians are limited because you can only use one at a time. Card skins are scalable but seem to take lots of resources to make.

I had some questions around Prismatics, the other obvious place for scalable monetization. For me personally, the original implementation of Prismatics were not very interesting.

  • Are/were animated cards considered, either significant animations or just a bit of motion like in Hearthstone? Are animated cards still being considered or were there strong reasons why these are not being implemented?

  • Are other Prismatic styles still being considered for implementation?

Thanks for the AMA! I think one of the biggest challenges for LoR is monetization. Boards and Guardians are limited because you can only use one at a time. Card skins are scalable but seem to take lots of resources to make.

I had some questions around Prismatics, the other obvious place for scalable monetization. For me personally, the original implementation of Prismatics were not very interesting.

Are/were animated cards considered, either significant animations or just a bit of motion like in Hearthstone? Are animated cards still being considered or were there strong reasons why these are not being implemented?Are other Prismatic styles still being considered for implementation?

Our product lead Eric mentioned a bit of this in some of his posts.

He mentions Animated cards in this one: ...

Read more
Comment

Originally posted by ZerglingSergeant

Alot of people are asking about PoC changes but no one seems to be asking the most important and the PoC community is dying to know..

When are we getting Ashe?

I am pleased to announce that we will finally be bringing Ashe to TPOC in the next expansion patch.

Comment

Originally posted by ZerglingSergeant

Hey I have a few questions I hope that is ok. If you can't answer them all even one would be great! These are just things I'm curious about and are not meant to be any form of critique on the game.

  • It would be hard to ignore the similarities between the new ambush mechanic and Morph from MTG. I imagine it would have been beneficial to investigate how that mechanic was received, what cards worked well and what cards were flops, and player preception to the mechanic as you developed the ambush mechanic. How much effort is put into investigating the systems introduced in other TCGs and using the information from that investigation to influence your decision making? #
  • As the game matures new mechanics may add more complexity to the game, while this is great for experienced players it can be daunting for new players as each expansion adds to the list of things to learn. How do you balance this demand for increased complexity while still making the game approa...
Read more

Thanks for the questions! I’ll try to answer what I can:

  • I know many of our designers - and our other game developers! - have played other strategy card games quite a bit, and we do draw inspiration from those games. Each card game has its strengths and areas where it can have some difficulty, and we love to find mechanics from other games - like Magic’s morph or amass for example - where we can add a unique feel or twist in LoR. For example, triggering off of spells cast is different in LoR because we have spell mana. And building up a big token unit is different in LoR because we have limited board slots. So in answer to your question, we do a bunch of “market research” (by playing a lot and reading about what players love/don’t) and then we do some “sensemaking” of our own, using our expert knowledge of LoR’s systems and content to find the best mechanics for us to revitalize in our own environment.
  • Wow, yeah, this balance is very difficult, and we try to ...
Read more
Comment

Originally posted by MikuShikhu

Any word on if Seraphine and Norra will ever be added to PoC? _^

Those two are near the top of the list for existing champions to add to TPoC! I too am very excited for them, their playstyles seem like a perfect fit for Path

Comment

Originally posted by something_archaic

Not a question, just some thanks.

This is an awesome game. I’ve been playing since beta and I really appreciate that I’ve never felt forced to “buy” anything to enjoy everything the game has to offer. That being said, I’ll echo a point I saw earlier; themed boards are fun, but when you are able to bring boards back, general boards not tied a specific champion might offer more appeal to someone like me who buys one or two boards but wants to use them for every deck.

That being said, the focus on gameplay over cosmetics will definitely keep someone like me coming back time and time again, and if there are good options to spend my money on, I’ll continue to buy cosmetics over time to support the game and you all. Thanks again for all the community engagement!

Thanks for the kind words! They motivate us to keep trying our best <3

The team is really dedicated to bringing the best game possible to the players and want that to remain our main focus over all else. I can say personally it's really refreshing working on the team.

Comment

Originally posted by Fracrosed

I am just dropping by to thank the team for making this wonderful game <3

Thank you for playing <3!

Comment

Originally posted by RawRockKills

This one is for /u/ggmattb

When are we getting fishing mode in LoR

The people want to know

Comment

Originally posted by dannymanny3

Hi team! Thanks a bunch for this platform to share some thoughts/questions. Really enjoy the snapshot videos, and am excited to hear the platform open for us to ask more questions in them as well as here!

I am particularly interested in the ability for player customization and personalization. For the Custom Shop, which ideas are currently being ideated to curate the inventory? There will be individuals that will be seeking more than just skins, including previous exclusive card backs, emotes, and perhaps even icons. Will all of these be in the pool to unlock? If I am looking for a specific guardian, Tibbers, will there be the possibility to select that? In my mind, I would love to see a system such as "Mythic Gems" in order to unlock a select cosmetic of the player's choice from the full least of previous ones.

Additionally, I would love to see even more ways of unlocking some content. Particularly tied to Mastery numbers, region road completion, and overall pl...

Read more

Hey dan!

Eric did a pretty extensive answer about your first question here: https://www.reddit.com/r/LegendsOfRuneterra/comments/15eilo7/comment/ju8qlad/?utm_source=share&utm_medium=web2x&context=3

Your second question- It's not off the table, but also not in the kitchen yet. Before we implement something like Titles outside of PVP we just want to make sure we're doing it meaningfully and sustainable.

Comment

Originally posted by possumish

As a massive lore enthusiast and a Norra enjoyer- I'd like to ask about the proccess of making an exclusive LoR champion! Specifically about the ideation phase; like what would make a charecter a good candidate, or if some followers in the game are made with the intention to make them a champ eventually, or even about their pairings with other champions lorewise (Like Jack with Samira and Sett).. Love the game and exclusive champions are the goat!

Ohhhh! I absolutely love this concept of a Dev Blog.

I'm also a giant lore nerd and Norra enjoyer. No gurantees when it will come out but I have a master-doc of really interesting article ideas we pull from. After we finish all of the regional identities we'll take a look at the doc to decide on our next Dev Blog!

Comment

Originally posted by gay_poro

Hey LOR DEVS,

Let me start by saying I LOVE YOUR GAME SO MUCH! Thank you for all the effort you put into making this such a fun, accessible game. I will play it until the very end, I swear it on the King himself (you know which one I mean).

It feels like such an injustice that LOR isn't getting the resources that I think it deserves, since it's such a fun and quality game. But I guess I'm biased as a mega fan, and I'm glad you're here to keep making the game fun for us. I think we all knew it was a small team right now, and hearing you acknowledge that is very refreshing. Transparency is so valuable.

I wish I could help make LOR the massive hit it deserves to be. I want to scramble and ask "how about monetising this?" or "how about this feature?", but I trust that you know what you're doing and want it to succeed as much as I do. I wish there was a way to support my lovely LOR DEVS more, I want to make you and your game successful. I think I just need to kee...

Read more

Awww, we appreciate YOU! and thank you for the deck code :3!
I remember when I joined the team I had a lot of similar thoughts and brought a lot if monetization/feature ideas. Once you get on the team (or the industry in general) and so behind the curtains you realize all of the thousands of moving gears that make it a lot more complicated.

(I'm glad I just have to write articles, talk with y'all and run live streams instead of figuring out some of the engineering puzzle boxes lol)

Comment

Originally posted by unclecaramel

Mostly a path player so heres my question

First is.thatIs the relic and painful slow grind of path going to see any meaningful changes. The path grind itself was fun at the begging but as more champion are added it often seems super painful to play. Esspecially when it comes to relic which is often very core to certain decks and often than not you have player stuck month without them

Second path deck balancing, is there anything real changes for some of the decks in path who are either weak or hit hard because of pvp changes or is inchonherent mess of champ design

My biggest issue here is varus who has furious strike that doesn't really go well with his game plan and the momentous strike recieve the farsight alteration which actively goes against whag varus wants to do. This hasn't been fix since varus release and often then not pvp changes that mess with decks do not rececieve any compsention for them like VI'S deck poro canon samira changes that makes arre...

One thing worth noting - PvP is intended to be balanced within very narrow win percentages. A deck having a 53% win rate vs a 48% win rate is a huge difference in ranked ladder. TPoC embraces a much wider range of acceptable power levels. While the small balance tweaks for PvP will affect TPoC, they'll usually stay well within TPoC's target balance range.

For example, Jinx is supposed to be an extremely powerful champion to help carry new players as they learn the game. Even after Super-Mega Deathrocket was nerfed, she’s still an extremely powerful champion and doing her job well.

However, there are still limits for what’s fun in TPoC. If a champion is too weak, it can make playing with them feel very frustrating. If a champion is too strong, it can make playing with anything else feel foolish and ends up being very boring. If a change to PvP pushes a champion past these limits, we’ll want to adjust their deck or powers accordingly. Same goes for relics.