RiotExis

RiotExis



28 Aug

Comment

Originally posted by thunderamental

glad you enjoyed it. may the RNG algorithm give you topdecks to kill gods

A lot of stuff on this subreddit makes me laugh, but this was the hardest laugh in a long time. Thank you.

...I'll put in a good word with The Algorithm.


06 Aug

Comment

Originally posted by RiotExis

Hey folks, we're taking a look at this.

If you're experiencing this suddenly high battery draw, can you do me a favour and post a quick screenshot of the Video tab of your Options menu? Mine looks like this, for instance (though this is on PC): https://imgur.com/a/Gu5Z9I7

u/Dartrinimis or u/Swords_and_Such especially, since you were describing the battery symptom specifically.

Comment

Hey folks, we're taking a look at this.

If you're experiencing this suddenly high battery draw, can you do me a favour and post a quick screenshot of the Video tab of your Options menu? Mine looks like this, for instance (though this is on PC): https://imgur.com/a/Gu5Z9I7


24 Jul

Comment

You're right!

There's a bunch of technical reasons why this was harder than it seems like it should be for Labs, but ultimately the "why" is because I asked the team to focus on some other urgent stuff instead. You can blame me!

You'll be able to choose your emotes (and card backs) starting with the Lab in release 1.8. Some Labs will let you pick your Guardian, too.

No Axe selection on the roadmap, sorry u/Ragnakaz.


21 Jul

Comment

Originally posted by Qabalinho

Summoning /u/riotexis to the thread!

Hey hey hey, just 'cause I- doesn't mean-

...Okay but I do like this. Just needs some facial hair.


11 Jul

Comment

Originally posted by jinfanshaw

didnt know that thanks

You got it. :)

Comment

Not the easiest to find, but we do support this (because you're absolutely right, knowing the base health matters!).

Check out this button on the detailed view of a card: https://imgur.com/a/uj4ZZqi

Pressing it gives you this view of the undamaged (and unbuffed) base stats: https://imgur.com/a/OtbGcnL

Comment

Originally posted by shutupreddit2

Lovin the lab music!

(yeah I was too lazy to paint the part outside the window)

On behalf of the Labs team... You get us.

Same (chill)wavelengths.


07 Jul

Comment

Originally posted by ikariw

I think they meant to be able to give it a name as you import rather than having to go into the edit screen after importing

Lazy and I can't read. I'm a mess, coach.

That's a good idea.

Comment

Originally posted by IWantToKillMyselfKek

Is it possible to give us an option to name an imported deck when creating it? One "Imported Deck" is managable, but once you have 4 or 5 it's quite confusing.

Don't let my bullsh*t confuse you, you can rename your imported decks today! You should be able to Edit those decks (and change their name from within the deckbuilder) just like any other.

I am just lazy.

Comment

Originally posted by vealin99

How about implementing an option that allows your deck names to be visible and just have it default to off?

Giving folks more opportunities to express themselves (or their memes) is something we want to do. Given the response here, this could be a promising way to do it!

But we wouldn't want to do it by default and without warning, so we'll be fixing it for now. Maybe it'll be back at some point as a feature instead of a bug. :)

Comment

Originally posted by Loranter

How come the bug isn’t visible for everyone? Felt like I was getting pranked since I wasn’t seeing my opponent’s deck names

Our assumption would be a version mismatch; if the players seeing it are on PC and the players not-seeing it are on mobile, they probably just haven't updated to the new client yet!

Comment

Originally posted by transactionexpress

Is this intentional?

Nope! This is not intentional!

It does look cool. But players often name their decks in a way that gives away competitive information (unless you're terrible at building decks like me, in which case it's "Imported Deck" all the way down).

So we're working on getting a fix out to you all ASAP. Sorry for the oof.


02 Jul

Comment

Originally posted by Pandaemonium

Yes this is a known bug.

u/RiotExis is there a fix in the works?

This should be fixed with 1.6!


17 Jun

Comment

I strongly approve.


16 Jun

Comment

Originally posted by DivinityOfPhilosophy

I think the Round Start could be more easier with two steps:

-No more Delayed - Board Effects being two different things. Because If P2 played last round a Sappling Toss, the P1 Ember Maiden always will kill the 2/1.
That's the whole point of why I need to make a big post with a lot of informations and examples besides just put "If you click End Round you're going to be the first to resolve your Round Start Effects".

-Or keeping this way, but having more clarity about those rules.

The several issue I had is "how to determinate what matters and not matters" to Round Start. A lot of people made comments like "you can reduce this to a sentence" ignoring the fact that with no clue I start to guessing some bizarre stuff like cards in hand or even if having more units matter.

Once I "figure it out" the order is P1-P2 with who last click end round matters I was so relief. And then I played a Pick a Card and don't being P1 triggering the "delayed effect...

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I think making this clearer to players is a good idea. This post was as useful to us on the dev team as it was to all the folks who chimed in!

You didn't come across as hostile at all! Your English is excellent, you say you don't speak it... but you sure do write it. And happy cake day! :)


13 Jun

Comment

Originally posted by Pandaemonium

Thanks for the research, DivinityOfPhilosophy!

u/RiotExis could the Player1/Player2 determination be simplified so the attacking player's effects resolve first? That would be much easier to remember (and explain) than basing it off who initiated the last action stack.

Sorry I'm so late replying! And my answer won't be very satisfying: I don't want to step on the design team's toes so I'll keep it general.

The responses to your comment do a pretty good job illustrating the tension around complexity! Sometimes more layers of deterministic (or narrowly probabilistic) complexity can add meaningful strategy, but sometimes it's overwhelming, or worse it's uninteresting. There's a balance to find where things are still straightforward for players to learn and retain (and evaluate in the moment).

The trickiest part is that everyone who responded to you is making good arguments... because the right balance is different for different players! It sounds like u/Lareyt is excited by the extra layers of decision making, while you and ...

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28 May

Comment

Originally posted by Pandaemonium

u/RiotExis is there a hotfix coming for this? Expedition drafting is extremely painful when it's so laggy and we only get two choices per pick.

One of our teams has got a fix and is working hard to get it out to everyone ASAP! Sorry for the pain and the wait.

Comment

Originally posted by Pandaemonium

u/RiotExis is there a hotfix coming for this? Expedition drafting is extremely painful when it's so laggy and we only get two choices per pick.

Yeah this sounds nightmarish. Getting some info.


19 May

Comment

Originally posted by halpenstance

I'll send this in a feedback report as well, but something worth trying to replicate stuck cards is have someone hovering their cursor over the oracle eye while the opponent declares attackers/blockers, then pulls them back, then declares them again rapidly. It's gotten cards stuck in weird spots often for me.

Thanks!