Ryan Giuliany, design lead for progression in Legends of Runeterra, just posted an article with new details about the reward system in LoR.
- Capsules, chests, and cards all have a chance to upgrade a tier.
- You'll never get 4 copies of a card. You'll get the shard equivalent if Common or Rare and a reroll of same rarity if Epic or Champion.
- To get all rewards for a region you have to hit level 20 (52,500 XP).
- If you complete all dailies you should easily hit the level 10 Vault each week.
- If you play enough to reach a level 10 Vault each week you should have about 75% of the set complete before the next one comes out.
Quote From Legends of Runeterra Hello! I’m Ryan “RyscG” Giuliany, the design lead for progression in Legends of Runeterra.
This article is a bit of a combo piece: part followup to the original one outlining our goals for LoR’s progression systems, part response to what we heard from you about your experience during the first preview patch. We’d also like to clarify some details about how the system works now that you’ve seen it in action.
It’s important for us to be extra transparent about what you get for investing your time and/or money. We’ve seen some players trying to estimate, but we think you should have the exact numbers—no guesswork required.
Cards, Capsules, and Chests
First, let’s talk about the different rewards you’ll encounter in LoR, like in the weekly Vault or the region rewards. Here’s a breakdown:
First row: Capsule, Epic Capsule, Champion Capsule, Wild Capsule
Second row: Bronze Chest, Silver Chest, Gold Chest, Platinum Chest, Diamond Chest
Keep in mind that pretty much everything has a chance to upgrade: Capsules can upgrade to Epic or Wild Capsules, chests can upgrade to the next tier, cards can upgrade to the next rarity up or turn into a wildcard. Upgrades can even chain to increase your reward more than once, though we don’t think we’ve made this as clear of a hype moment as we’d like it to be (yet).
Also, you’ll never get a fourth copy of any card in LoR, since three is the max you can use. If it’s a Common or Rare, it’ll be replaced with Shards (25 and 75, respectively). If it’s an Epic or Champion, it will be rerolled into another card of the same rarity. Once you’ve unlocked ALL Epics and Champions, extra copies will also be rerolled into Shards (300 and 1000, respectively).
Region Rewards
We’re super excited at how positively the region rewards system has been received overall. That said, there have been some questions about exactly what you get, how efficient your XP is later in each region, and just how much XP it takes to complete a region.
Here’s a full region-worth of rewards, which you get just by playing:
- 1 Rare Wildcard
- 1 Epic Wildcard
- 1 Champion Wildcard
- 2 Random Epics
- 1 Bronze Chest
- 1 Silver Chest
- 2 Golden Chests
- 2 Platinum Chests
- 1 Diamond Chest
- 2 Capsules
- 2 Wild Capsules
- 2 Epic Capsules
- 2 Champion Capsules
To unlock all those sweet, sweet rewards, you need to reach Level 20 in a region with a total of 52,500 XP. The first level takes 250 XP, and each subsequent level takes 250 XP more than the last, but the value of the rewards also increases (on average) with each level.
The Vault
It was AWESOME to see all the clips of players cracking huge Vaults. For those wondering just how the Vault works, here’s another one of those infographics with the details for each level.
For someone who completes all their daily quests, a level 10 Vault should be well within reach, which guarantees a champion card along with other goodies.
Once upon a time, level 10 is where the Vault maxed out. However, feedback from testers who found themselves at level 10 early on in the week led us to add three more levels as stretch goals. They aren’t nearly as XP efficient as earlier levels, but it adds some extras for those who spend a lot of time playing the game.
XP and Progression
Progression in the first preview patch worked pretty similarly to how we intend it to moving forward, but there are some exceptions:
- No bonus wildcards to start. These wildcards are intended for preview patch players to immediately build any deck and showcase the full range of possibilities in LoR within a week. We plan to reset progression—including a wipe of those wildcards—at some point between now and launch.
- One daily quest per day. The first preview patch had a pretty widespread bug where players were able to get WAY more than the usual amount of quests per day. This bug has now been fixed.
- XP for a loss will be much higher. This could potentially change, but for closed beta next year PvP losses will grant 100 XP and AI losses will grant 50 XP, up from 25 XP for either like it is in these preview patches.
- More XP rewards. We’re not ready to share the details just yet, but we have some features in development that will add a bit more XP to the progression system in general.
Now that you have the numbers, let’s talk about how we landed on them.
Our Goals
One of our most important goals is that being “set complete” before the launch of the next set is achievable without spending a Coin, even if you’re not a streamer or a pro.
Exactly how much you need to play will depend on the size of the set. The first one is pretty big, but even this set hopefully won’t feel out of reach for a highly engaged player (about 7 to 10 games per day on average). If you don’t play quite that much, you’ll still have a ton of cards unlocked; for the first set, if you get your level 10 Vault each week, you’ll have at least 75% of the set before the next release.
Speaking of Coins, there’s another major goal for us: create a game where how much money you spend is NOT the deciding factor in your success as a player.
Believe it or not, we only recently added the ability to get wildcards with Coins as a result of strong feedback from early testers. When we had a version of the current system without the ability to directly purchase a card, we found that players who had less time to spend on the game felt totally left out. So we added the option to unlock cards by purchasing them, but kept it limited so players who prefer to spend time don’t get left in the dust either. Ultimately, we think the limited stock of wildcards each week strikes the right balance. If it turns out it doesn’t, we’ll keep looking for what does.
The Future
The progression system we have now is close to hitting many of the goals we set out to accomplish, but we’ve only seen it in action for one week, so we’re not celebrating victory just yet. While we’re likely going to tweak the numbers and make changes as we go, this has been a very promising start and we’re excited to see even more players get their hands on it in the next preview patch on November 14. We hope you are too.
Comments
It's a small thing but I appreciate that they've used different shapes for each rarity gem to help those with colour deficiency.
75% of a set completed just by doing daily quests sounds very good for f2p. It seems everybody needs to grind (=play the game) for cards. The only 2 ways to race a little bit faster are: 1) buying limited weekly wild cards with real money, 2) playing a bit more then just dailies. These committed players get cards, shards, "full" decks (slightly more stuff) several days before (slightly faster). Nobody gets all immediately. What all this mean? Is it okay? For f2p? Those who want to play HS simultaneously? If I understood all, it really seems okay. E.g. by doing daily quests, barely, if at all.. a player gets (#?) several decks. Committed players get e.g. 5 instead of one's 3 decks, maybe several days before. The thing is, everybody gets decks to play, and if you choose proper paths you can get a few, but all of them top decks, in no time. Committed players will get some more game variety, deservedly.
Now, compare this with HS and MtG:A! The difference is huge! I'm p2w :) and I don't get 30-40% of the content in HS. Plus, In LoR, you have all these rules - no duplicates, shards, wild cards, focuses, gifts and a deck cost seems half of the HS/MtG:A cost. In MtG:A I grinded for months to not get anything, or to get what you don't need. Here you get so much cards (75% until the end of an x-pack, as a f2p!!! they will provide much more of old stuff later) just by loging - and you would be able to have enough cards / decks from a half of those rewards. Which means, if LoR will be your "a 2nd thought" game, you'll still have something to play when you accidentally come back to it.
Average grindy f2p HS players have 1-2-------3 decks at the best (a lot of time to get accelerated). In LoR, you'll have that without any trouble, and by playing just a few games more (hey, just being interested in the game) you'll have double of everything. And who needs everything? Even those who will pay will not get everything, or not easily. If you really want more fun decks, then please pay some bucks for them. Most of their income will come from skins / cosmetics like in Dota2.
And the game is - good, really good. They've taken everything good from other card games; plus its own signature. The right measure of simplicity and complexity. I don't have any particular objection (except the games are maybe quick; is that a bad thing?) Visuals are cool and people will get accustomed fast to it. And cards are good. There are no stupidly and purposely bad cards like in HS. Alternatives will be just fine.
I can't see how they can make a major card game player friendly more then this?
You do know that depending on how you count, you will get completely different results?
Lets say for Hearthstone, we count 2 commons, 2 rares, 2 epics and 1 legendary of each type as complete collection, each expansion lasting 4 months, getting 60 gold per day (daily quest, assuming easy quest aka 50 gold + 3 wins to complete the quest, excluding events etc.) you will get ~6700 gold, which is 67 packs which guarantees you atleast 2 legendaries (excluding the free legendaries you get and other packs you get), with 5 cards per pack, on average you would get 1 legendary every 20 packs and the average joe will get 3 legendaries (they are also guaranteed to be different), 13-14 epics, 66 rares, and hundreds of commons, this will result usually in you having half of the epics, only 3 of 23 legendary, a really high chance to have every rare once, and a decent chance to have most key rares (as in rares being played) atleast once or twice (there are 36 rares per set btw), while you are basically guaranteed to have every common
Now 49+49+ lets say you got 22 rares twice, rest are duplicates, so 22+22, no duplicates in the epics, and ofc. no duplicates in legendary (because that is impossible anyway) Golden cards are not included in the calculation at all, that will throw you out at 64% of the entire set, if we slightly tweak the odds and say you never got any duplicate rare, you are at 73% of the entire set, if we were to include the dust you got from the duplicates, and potentially golden duplicates from for example commons, and gifted cards, and rewards from tavern brawls, free arena runs, more free gold you got, event quests, free legendaries (every expansion atleast throws out 1 free legendary) you will easily reach more than 75% completion
Anyway, i am a HS player too, and i havn´t bought any packs, yet i still always get atleast 80% of every single set, with leftover dust, that i use to craft potentially missing key cards in decks i want to play
Now don´t get me wrong, im not trying to really defend hearthstone, i just wanted to make it clear that even though 75% of a set completed sounds nice, but there are a lot of information missing in that post, is it 75% of the set completed included wildcards gained through shards used on cards? Is it just calculated with average luck, are there stuff like "pity timers", because you can easily juggle numbers around (just look at the example above for hearthstone, you will get 75% of the set, yet you can´t play a lot of decks atleast if decks need core legendary cards, that is if they are real core cards, stuff like ziliax, or leeroy jenkins aren´t true core legendary cards, despite them seeing insane amounts of play, is especially the case for midrange/combo and control decks, aggro/tempo decks rarely have real core legendary cards, most legendaries in there are just in there because they excel at it, they aren´t necessary to play the deck succesfully, they will usually just increase winrates by like 0.1% to 1%, in some cases even drop the winrate, due to winrates being skewed by people copying decks without knowing how to play them)
Anyway, im still excited to play the game, i had quite a bit of fun playing in the first preview build, but i can already imagine how false all of your hopes will be especially regarding champion cards, atleast if you want to run a optimal build you will need the same legendary probably 3 times, and another different same legendary also 3 times, that will probably be absolutely impossible, so im imagining rn. that we will probably get a similar situation to hearthstone, where you have a ton of cards, but you just don´t have some of the core game mechanics, for example you lack 3 fioras, you only got 1, or 3 teemos for example, or something like only having 1 draven etc. etc. etc.
Tbf. i havn´t checked how many things you start with, so i have no idea about how bad it will exactly be, but just remember, that you can easily play with numbers to make things sound better
I'm optimistic about keeping up with HS and LoR concurrently. I really wanted to get into MtG:A but the card collection is just too daunting and I had no desire to go back to grinding wins the way I did in early HS.
I have the same feeling, but...I already have so much time (and money) invested in Hearthstone and Magic: Arena that I just can't see taking on a THIRD card game.
I really hope the game turns out great for the people that are looking forward to it, plus I think that both Blizz and WotC could use a little kick in the butt when it comes to getting their act together.
I have the same feeling with MtG. I try my best to be a responsible F2P player at all times, but the sheer number of cards and scarcity of crafting resources (unless you like draft) pushed me to spend about $50 on the game. That got me about 1 and a half decks. I've just been feeling demotivated to play the game after I finish my daily quests.
Loving the amount of content this website has been having for the past week from Blizzcon to HS battelgrounds passing through Magic and LoR. Nicely done and its a show that the card games are well alive and not dependent of HS alone.
I'm glad that there was some clarification with the numbers.
It looks like a LOT of effort is required to get a complete set for free per expansion. 10 games a day (and I presume they also mean 10 wins/day) + making sure you complete all the dailies sound like a full time job.
Having said that though, I'd be happy with just having 1-2 competitive decks per expansion that I could play with, much like with my current Hearthstone experience and so far it seems like this could very well be the case.
I LOVE that you still get a reasonable amount of xp for losing a game. This way you're encouraged to just play the game however you want. If you want to have fun with a relatively weak deck or you want to try something different which may be risky because you don't know how good it will be, that's fine because you're simply rewarded for playing the game. I hate that in hearthstone you get almost nothing for losing (or just nothing if you have reached the max level with all classes), because it just makes losing feel a lot worse.
"goals is that being “set complete” before the launch of the next set is achievable without spending a Coin"
So how are they supposed to make money if it's that easy to get all the cards you want(wich is probably only 50% of the Set)?
They'll be making money in different ways I imagine. I expect to see a lot of options in the way or skins or other cosmetic enhancements.
To get all that free stuff there will be some grind needed, so many people may not have all that time and will just pay to get cards. On top of that there will be poro and board skins, card backs and other cosmetics that can be acquired only by cash.
Adding more cash-only cosmetics and improving the economic system is something that HS should've done years ago.
Pretty sure they said that cosmetics such as new game boards and guardians would be "coin only" purchases. They were also open to any other ideas for cosmetics. No doubt we'll see different card backs or animated cards fall into this category if that what they choose.
I think this type of progression system is good, but we'll have to see how it works after they release a new set. Do we start with no new cards or will there be a "basic" package for the new cards that are unlocked already? Will there be Region Exp exclusive to the new set? We just don't know yet. It's not like Hearthstone where someone can purchase an obscene amount of packs and have their collection complete on day 1. We'll have to take the slow route of unlocking new cards by playing with sub-par options, or spend money/shards to get the cards we actually want to use.
Probably a lot of skins
Poro skins, maybe board skins or other stuff and 100% complete set before launch next not mean - after 1 week all cards are yours. Ofc will be some guys who wants meta deck, but they are must grind 1 faction who are not unlocked, and they will buy some wild cards.
IDK, it's not our problem, if they think their monetization is ok for them, it s cool for us.