RiotGraydiance

RiotGraydiance



29 Mar

Comment

Originally posted by HarpEgirl

If you don't mind, the heal you gain from traversing the map is always 40% instead of having any flat value meaning when you take damage it pretty much lingers.

Is there any reasoning behind this?

We started with a flat heal, and effectively it would create "doomed" game-states a lot more commonly. A player would either be at low HP the entire game, or be at nearly full. A big requirement I had was that about half the players who would play Story Mode would be able to complete it (with Hard and Demon being harder / more reliant on creating a synergistic build). Ultimately, pushing to a percentage-based heal helped rubber-band players who were behind to get a chance to keep progressing until they found their sigil build.

It is, however, one of the core flaws in my tuning, and a sign that I somewhat ran out of time to make sure the harder difficulties were fair enough but ALSO hard enough. I opted for "easier than I, as a player, would like" to make sure as many players as possible could get the icon and the title. We played a bit with making the heals different values on different difficulties too, but ultimately made the call to just keep it consistent.

Comment

Yep sadly this is the case. When we implemented Reflection (as a pointer to deck manipulation, which we decided not to do for complexity issues), I wanted to do secret hands to go with it. Since it was just for one sigil, it was a "nice to have" feature that we had to cut for time. Discovering Balatro's secret hands for the first time was a wonderful experience.


26 Mar

Comment

Great job, you're the first person I've seen use this to it's full potential. I know what Sigils they are, but considering I implemented most of the materials on those assets I'd be cheating if I say it ;)

FWIW, I also hid the builds I used to clear Demon Mode in testing, because I wanted people on the team to form their own synergies and strategies. At some point near the end of our dev cycle, I strongly considered nerfing the "go for Demon's Hand every round" playstyle (I was considering making it 1500 or maybe even just 1000 flat damage, lol) and decided against it. It's wildly satisfying to do, and I wanted to retain that satisfaction. I'd already increased the cost of Unity/Cohesion to make people have to choose which they'd want to get at the certain price breakpoints, and that was enough for me.

While the Demon's Hand / Marching Horde strat is a really consistent way of winning, it's my least preferred way of getting a win in Demon Mode. There's a bunch of v...

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21 Mar

Comment

Originally posted by Vencrest

u/RiotGraydiance I've never played any of The Demon's Hand's inspirations but am having a blast so far! The team cooked hard on this mini-game.

Question for you: I just beat Story mode using the Reckoning sigil, which got up to +65 damage at one point. I saw Phroxzon said that you can rearrange sigils, so I was messing around with the ordering and moved Reckoning to a different slot. The next battle though, it had reset to +25 damage. After the battle, I tested it by re-ordering Reckoning to different slots, and sure enough the value changed each time.

Is that intended or a bug? Unless I'm missing something, seems more intuitive for the damage value to be tied to the sigil and not the slot. Wanted to ask / put it on your radar if it wasn't 🙂

Oh interesting. Yeah, hadn't seen that bug reported yet, but I can think of why it's happening. Sigils get unloaded after combat, we have to save persistent info elsewhere. It's probably just not getting the info correctly when the sigil reloads since it's changed slots. I'll go reproduce and put in a ticket for it!

Comment

Originally posted by Cthuluflapper

My GF recently just completed the hard mode on the Demons hand but its not saying she did or received any of the rewards for completing the run, is this a known issue or a weird bug she just ran into?

Can you have her open a support ticket? We'll get a bit more info about the account and things that way!

I've not cleared it myself on my live account yet (busy day, lol), and I've not seen a live issue come in for it.


20 Mar

Comment

Originally posted by KoolKatsarecool

My GPU and processor are getting fried playing this game mode... How does it take more usage than the regular SR mode?

Passed these performance issues along to our engineers - appreciate all the reports, they're going to look into it!

Comment

Originally posted by SilencedMelody

Is the Heroism sigil not working as intended or am I misunderstanding the text? Does 'not being removed from attacks' mean they'll permanently stay in your hand if you play it? If so, this doesn't seem to be happening

Sorry, the wording's a bit confusing! Basically, if you play, for instance, a pair of 2's, and then add in the any of the Command cards (Scout 一, Shaman 二, Warlord 三, or Assassin (o) ), those Command cards will contribute their value and any sigil effects they trigger towards the hand. It's a low-cost sigil that helps with the "Command" card synergy sigils you can get.

Comment

Originally posted by Enricopower

How difficult are the harder difficulties compared to balatro stakes (Which i assumed you played), because story was quite easy, but it should be considering how much time I wasted in baltro

They're a fair bit harder, but basically similar to green stake; not gameplay or system modifiers. They make enemies more challenging, build synergy more required, and lingering damage more dangerous.

For an experienced player who understands the systems, they're not going to take tons of attempts, but they should at least provide a meaningful challenge.


19 Mar

Comment

Originally posted by Myozthirirn

How do you unlock hard mode? It says to play League of legend but I played one (1) aram and nothing happened.

Responded below, but basically just play a bunch of League! Rare sigils are dropped somewhat randomly based on time spent playing League games. If you're looking to progress faster, and you enjoy Arena, play Arena - it progresses the invisible missions that track your progress 30% faster than SR modes or ARAM.

Comment

Originally posted by Dead_NOTsleeping

This was pretty fun. I feel like I sorta broke it with my setup, but I didn't do too badly.

gg! Feeling like you broke it is absolutely my intention. please go break it harder next time.

Comment

Originally posted by Spare-Antelope-2598

I also finished the story mode difficulty, do you know, how to unlock next difficulty?

Play League and you'll unlock Rare Sigils over time! They're dropped pseudo-randomly after certain game-time thresholds are reached, very similar to the battle pass mission that says "Play games to earn points." Games of Arena progress the invisible missions that track your progress 30% faster.

Comment

Glad you're having fun! I'm so happy Demon's Hand is out, it was one of my favorite projects I've worked on at Riot. I designed the enemies, about half the sigil effects, and am responsible for balance / tuning. I've been nervously watching people not familiar with the inspirations play it for the first time hoping it's not too hard hahah

We're reading all the feedback, and I can probably answer a few questions here or there if you have any!


15 Jan

Comment

Originally posted by Neblinio

Looks like the hex-gates traveling mission is still bugged. At least in Coop vs. AI mode. I just played a game on Hextech Rift, and made sure to travel 5-6 times using the gates. After the game ended, my progress in that mission still sits at 0.

Thanks for the report, helped me track this one down. Originally I thought it was part of the Swiftplay bug, but it was separate and specific to the Hextech Rift Hexgates.

This sadly won't get fixed before 15.2, but I can confirm that the ARAM Hexgates DO work for the mission in 15.1, if you've still been stuck on it.

Comment

Originally posted by zelkat13

I tried with the weekly mission of playing with a main rune of Inspiration in quickplay but it didn't count, I played later with another set of Inspiration runes at ARAM, and that one did count for the mission.
I'm unsure if the daily mission was counted with the quickplay match or it was counted with the ARAM one later.

Thanks for the context! I'm glad it worked in the ARAM game. Do you know specifically which keystone rune within Inspiration you used for both the Swiftplay and ARAM game? Was it the same or different?

Comment

Originally posted by Infusion1999

Didn't work for me either an hour ago

Hi there - since I'm not sure if your comments were before or after the Swiftplay patch, were you able to make progress on the Inspiration keystone mission in the last three days?

Comment

Originally posted by zelkat13

I can safely say that quickplay is still bugged and the missions don't count for that mode

Can I ask for more details? Which specific missions weren't working for you yesterday?

Comment

Originally posted by segfault_in_my_head

Hi u/RiotGraydiance, any update on this fix?

Checked the ticket for this - it should be fixed as of yesterday.


11 Jan

Comment

Originally posted by Caffdy

How soon is ASAP? This one is pretty frustating

Now! A micropatch went out for it about 20 minutes ago; ran a swiftplay on live and saw progress.

Totally agree on it being frustrating. I wanted to do my OWN missions in swiftplay too


10 Jan

Comment

Originally posted by p250AWP

  • Server: NA
  • Type of Bug: In-Game
  • Description: Some missions not tracking
  • Expected result: Missions to accurately track/update/complete
  • Observed result: Not all missions are tracking properly (Weekly)
  • Reproduction rate: Always
  • System Specs: N/A

Missions were in the old pop-up view initially, I did some and none of them counted. Now they're in the new WELCOEME TO NOXUS Objectives tab, but the only Weekly mission that seems to be tracking is the Earn 175 point sby playing games one. My Get 5 ward Takedowns, Deal 7500 dmg to champs with items, and play 1 game with Inspiration Keystone are not updating after I've tried both Swiftplay and Bot games to finish them. Note that I believe different accounts have different weekly missions and I don't think multiple accounts saw progress in this area.

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We're tracking down a issue with certain missions not working on Swiftplay queues (which includes bots) - these missions are on that list. Hopefully will have a fix in ASAP. Thanks for the info!

EDIT 1/10/2025 5:10PM PST A micropatch was deployed in the last hour that fixes the bug with Swiftplay queues not granting progress towards certain missions. All missions possible in Swiftplay queues should now be functional.

There is a separate issue with a single specific mission - Takedown 30 enemies in a single game of ARAM - that a fix is still ongoing for. Thank you everyone for your reports, they helped me track down the core issue very well.

Comment

Originally posted by cathartis

Server: EUW

Type of Bug: Client Bug

Description: I have a quest to do 10,000 DoT damage to champions. I have just played a game as Brand, where I brought Blackfire Torch and Liandry's Torment. However, despite doing 22,092 damage to champions in total, no progress on the quest was recorded.

Steps to reproduce: Play Brand. Buy Blackfire Torch, Liandry's Torment. Do damage to champions

Expected result: I expected to see substantial progress on the DoT quest. It's almost impossible not to do DoT damage with Brand due to his passive.

Observed result: No quest progress made.

Edit: Looking at my quests I am also seeing 0/10 in "Build legendary items" - which is odd because I was full build in my Brand game.

Hi there - was this in a Swiftplay match? There is a known issue where certain missions aren't tracking in Swiftplay queues (bots is included in that), those two missions are on the list.