Legends of Runeterra Dev Tracker

Ugh that does look annoying— I'm sorry to hear you encountered this. If you file a bug with Player Support we can hopefully save you (and others) from future unfair losses due to emote shenanigans!

You should never be penalized for wanting to send a friendly Braum greeting :(

riotdefaultchar

Our entire team makes a lot of terrible puns when coming up with internal test names for cards.

You have no idea how happy I am that we let this one ship, hahah.

This is a true story and I complain about it constantly. lol

Sha_of_Depression

Can you make them work in expedition?

They should work in expeditions! If you are unable to modify and use a custom loadout of emotes in expeditions that is a bug and we would very much appreciate if you created a Player Support ticket!

You better believe we used this loadout all the time while building the UI.

Tomppeh

Could be that Catastrophe is considered a "token" which is summoned via other effect and is not counted as "random 1 cost follower"

This is correct - effects like this only generate collectible cards to avoid issues like this example.

The Yeti Token - Kinkou Wayfinder example others bring up below is different, because it's pulling any 1 cost units from your deck.

Roosterton

Yeah they probably have a "display related cards" script which automatically calls up any linked cards, and since it links to itself is just recurses up to the limit

This one's actually intentional, we thought it was funny since it's a unit that creates a copy of itself.

RT @RiotCreatorSupp: Happy @PlayRuneterra patch day! Patch 1.0 is live on PC and ready to play. Over the next 4-48 hours, it will also be…
Some call it anarchy; others, opportunity. After all, what’s life without a little risk? http://pbs.twimg.com/media/EWpmU24UcAAPefH.jpg
iidevilz0

u/riotstrokke are you guys going to fix the inconsistency in the cards wording before launch?

Nope, unfortunately that's going to have to be a problem we continue to work on in the future.

MohanadElsawy

I was really happy to know that the new card backs will be free if we progress in the regional rewards and as a beta player that is already got all 120 levels i can say thank you Riot for being generous

Well done! Which 5 new levels and card back are you going for first?

[deleted]

Maybe it’s in a lake, not a sea

I honestly laughed for 30 seconds.

GuiSim

My guess would be that it depends on the length of the keyword. FEARSOME uses more characters than DEEP.

In fact, this is probably dynamic so that it can work in various languages. I guess Japanese keywords are probably shorter than French keywords and thus can display their label more often.

You got it. It is dynamic. I really think our game looks fantastic in character-based languages. I wish I could play it Korean, but sadly I can only read English. Ha ha!

Hello, I'm that dev that you quoted here!

Bilgewater cards that draw from the enemy deck cannot draw Champions. In LoR, creation/generation effects will not get Champs unless specified (Island Navigator will never create Fizz, for example). We do have Sleight of Hand though, which actually does specify "non-champion card". We're a little more explicit there due to the fact that it's the only card that draws from the enemy that could conceivably be able to steal a champion spell. We want it to be clear that it cannot do that. Strong-Arm also specifies follower only, which is a much more understandable and well defined term.

These defaults are really helpful for understandability and consistency, but sometimes only after learning a concept. I think we're getting a ton of good feedback from players around our card text. As we mentioned in the State of the Beta article and in the clarity changes from the latest balance patch - we are working towards improvements in this area.

I can to...

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pi73rmaster

Yea, the change is straight on terrible, it changes a lot of stuff + it makes the game more bland and deletes a layer of strategy. A change to cater to newbs.

Sorry you feel that way! I've commented a lot in this thread, but I'll say to your concern that hopefully removing the complexity of the old rule will be off-set by the extra complexity we start adding to the game with this and future expansions.

Spoiler - Shit gets wild in the future. I think the game rules becoming a little more "bland" will be worth it when we move that spice to the cards!

HARD_SISCON

I don't think it will be that much of a deal honestly. Very, very few decks were able to flood the space like that. Wasn't it just spiders and Dinger ? I like it personally. Much less frustration and it will help those decks a bit.

And it will open us up in the future to do more go wide decks without feeling like we're seeing players up to screw themselves!

Aevio11

Now you have to actually consider what to do if they have another creature in hand. This doesn't remove strategy, it only changes it.

This is a key point - we're moving strategy/skill from one area to another. Nothing is set in stone so we'll monitor feedback, but from what we've experienced internally what you're saying has been what we've felt.

gusgalarnyk

But it removes a negative play experience. I hated sitting on a big minion because I had efficiently kept my guys alive earlier. Honestly I hate that there's a # minion restriction at all.

+1 to this; it's an experience that's especially punishing and common for new players.

In terms of the minion restriction, some of the comments below capture it well. But in addition to the visual complexity, the bigger reason is actually in the mental burden of large boards in a world where your opponent gets to choose who does/doesn't block.

Using MTG as an example, I've played a LOT of it for about 15 years, and I still frequently have situations where I've got 10 units on board, my opponent has 10 potential blockers, and it's too much for me to figure out. So I'll just swing in with everything without much thought and hope for the best.

With this new rule in place, we'll feel more comfortable going wide in creative ways moving forward, but we'll do our best to avoid putting players in situations where they are just blindly swinging because all the possible combinations are overwhelming.

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Frewsa

Yeah I’m really not a fan. You used to be able to strategically leave things like spiders alive to keep the enemy from dropping his bombs in the late game. Or not letting jinx get a death rocket because she drew a unit. It really seems like they removed a layer of strategy to the game.

I think that's a very fair reaction, and even once you have your hands on it you may end up still feeling the same way. The hope is that this shifts some of strategy/skill away from the old rule and more in different directions.

It's also move to prepare us for the future - In general we prefer to have less complexity in the rules and more with the cards. So hopefully we're leveraging the design space opened by the the rule in ways that you'll enjoy.

DrAllure

My yeti deck has lost a couple of fucking times cause people refuse to kill my fucking yearlings.

Had a full deck of crap that i couldn't replace with my yetis in hand cause of yearlings and all this other stuff lol

Yep, this is a Feel Bad that a lot of us have experienced even with many hundreds (thousands?) of games played under our belts. I did it recently to myself with a Heimer deck, and I'm personally excited to not have to worry about that as much in the future!