RiotUmbrage

RiotUmbrage



08 May

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We didn't avoid this because we think it's toxic / not worth, we just thought other things were more valuable to deliver to players. There are definitely fans of this feature on the team, but I won't promise anything until it is lined up on a release schedule

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that sucks - we see it and are working on it


05 May

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Originally posted by blancshubby

Can ya double EXP gain? My highest level is Shadow Isles at 10 while everthing else is between 0 and 4. I'm kinda wa behin on m rewards levels T_T

We have rest bonus on early levels of the road for folks in simillar positions!


04 May

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Originally posted by TheKinkyGuy

While you are here can you please:

look into the fix for the lvl-up animation bug. NAmely Everytime a champ lvls up there is a square in the background messing with the animation. you can clearly see it and it f up the visual of the animation.

This is on mobile.
Ty in advance.

Please report this here if possible -- https://support-legendsofruneterra.riotgames.com/hc/en-us

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Originally posted by lagetakethewheel

sorry for hijacking this comment but you have any news on the missing XP several players have reported? its not just a visual bug and its kinda bad getting XP lost.

Yes; we believe we've tracked the issues down and will have it fixed by next patch

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Thanks, this was one of the outcomes we hoped we'd achieve -- glad it's working for you!

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Originally posted by Nnekaddict

If I may add : would love to be able to filter cards by sets. Right now it's not an issue but it might become one in the future.

Workin on it

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Thanks for the kind feedback - we have several heroes who really championed for mobile and helped everyone deliver the goods on phones; will make sure they see this!


03 May

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Originally posted by Tandyys

I guess my mastery of nuances is also baffling :-D.

I meant it as a praise (first time was your 'state of the meta' statement). Nothing I heard wasn't to my taste, it's quite the opposite.

It's the game that isn't really sticking with me. LOR is a fantastically well done game, I absolutely don't question the choices made (well ... some, but that's marginal), and I am in awe of how well you guys do what you do. But I'm afraid it's not what I enjoy.

I think design space is too small // granularity too large. Gameplay is too much synergistic, self-centered, and the balance between ingame decisions versus pre-game decisions is too much skewed toward pre-game decisions. Basically, too much MTG-like. End result is interactions with the opponent matter ... not that much. And the game becomes repetitive too fast.

I prefer 'muddy' games where your plan (eg deck) doesn't 'simply work', neither does your opponent's, and the largest part of the game is how e...

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Thanks for taking the time to reply!

If players feel like in-game decisions don't matter enough, we've failed. Mastery can't just be deckbuilding. This is something we think about a lot, and we've seen some (but not complete) similar feedback from the highest level players as well.

I do think decks will still have clear "Plan As" to a higher degree than you see in some other games just due to how often the game drives through Champions, but we definitely can provide more ability to gear-shift / pivot in-game too.

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Originally posted by Tandyys

This is the second time I'm just baffled by u/RiotUmbrage (in two occurences). Some more and I'll be considering starting a cult.

Feels like the insight and vision is three steps beyond what's usually considered 'good'. The statement on esport for example (goal is to have games that last for tens of years into hard skill ceiling into esport as a way to value mastery of the game) is just wonders.

I'm just sorry that ends in a game that probably won't fit my tastes -_-

Is baffling... good? D: What did you hear that wasn't appealing to your tastes?


02 May

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Originally posted by ZGiSH

Man you don't know how much I appreciate that the dev team is taking into consideration consistent syntax. It's one of the best parts of Magic that other games could learn from.

We absolutely value consistent syntax, but we also have accepted much tighter text constraints due to things like:

1) Font and textbox size - Localizing for all languages+the size of card text we're excited to put on phones. 2) Card complexity - We have more 'live' cards in hand on average, which results in more cards in play

That's a major reason why you see us experimenting with text that often reads less naturally. While it's awkward to read initially, if players can understand it still, it gives us a valuable shorter template that we can consistently use moving forward. Otherwise we just don't make those cards.


01 May

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Originally posted by Kuro2810

Thank you for working for stuff like this which may seem trivial but we actually care about them!

We do too