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Serious Gameplay Feedback From /r/LoR

Hi there, Keeper here.

Now that we've had several days with the game I'd love to hear what you think so far. Riot has shown that they do regularly check the subreddit for feedback so compiling a lot of it into one place seems like a great way to be heard.


Please Note

This thread is for serious feedback. Memes or two word replies contribute very little. This is also not about bugs and more focused on the game, the design, and big picture choices that the devlopers have made in creating the game.

Looking forward to hearing what you all think.


If you have a question about the game, check out our beginner's question megathread here.


  • riot_kuaggie

    Posted 5 years, 10 months ago (Source)

    We need our own Sandstorm titan.

    Wonder if Riot has any Eternal players.

    at least one! :)

  • riot_kuaggie

    Posted 5 years, 10 months ago (Source)

    A specific card interaction piece of feedback: Augmented Experimenter is demonstratably inconsistent in how it works.

    (For the unfamiliar: Piltover & Zaun 6 mana, 3/3, "Play: Discard your hand. Draw 3. Deal 3 to an enemy unit.")

    If you play this card and target its damage effect on a unit: Everything works as expected.

    If you play this card and have an empty hand: Works just fine! You don't actually have to have a single card to discard, which makes sense; it's not requiring a specific number of cards.

    If you play this card and do not have an enemy unit to target: The skill discards your hand and draws cards, exactly as expected. You merely skip the damage.

    If you play this card and target its damage, but the selected target is removed by an enemy's response (eg recalling them): The entire skill fizzles out. This is a problem

    This behaviour does not make sense. The discard/draw portion of the effect is demonstratably not reliant on the damage effect occuring, and the card can be played without all its effects having to be met - so why, if the damage opportunity is counteracted, does everything get negated? The realistic expectation from every other way the card works is that if the damage target is removed, then just the damage should be negated, and the rest of the skill should function as normal.

    thank you for the callout on this! We did a pass recently on spell resolvability, but it didn't quite make it into this patch. Should be fixed in the next one: general heuristic is if the spell mentions "to". If you're killing a unit to do X (draw cards for example for glimpse beyond), then it fizzles, otherwise the spell will resolve as best it can

  • riot_kuaggie

    Posted 5 years, 10 months ago (Source)

    One of Maro's biggest regret is the fizzle rule. Have you considered simply not fizzleing anything ?

    It might be tricky with some spell (Vile feast or Augmented Experimenter) but simply changing the text for "Summon as many spiders as damage dealt" would be enough for the player to understand why no spiders spawn when the spell resolve without a target. Drain already works this way.

    I'm an engineer, not a designer so take what I say with a grain of salt, but I do know that we like the potential clarity we can gain with fizzling as a way of informing the player that "nothing happened because the conditions weren't met". A fizzle condition I just added today after talking w/ design was to teemo's mushroom cloud- previously it would play an animation & resolve when your opponent's deck was empty but that's not accurate: you need cards to attach shrooms to! It will now fizzle in that case, to let you know nothing happened.

  • riot_kuaggie

    Posted 5 years, 10 months ago (Source)

    Is it intended that if I use an augmented experimenter with an already leveled up jinx in play that it empties my hand, giving me the rocket she gives, but then it also discards the rocket? Because it does, it discards the rocket as well.

    Was experimenter the last card in your hand? If so, intended. If not, sounds like a bug

  • riot_kuaggie

    Posted 5 years, 10 months ago (Source)

    So just to clarify in the particular case of Augmented Experimenter, if it fails to deal damage it will still discard your hand and draw the cards?

    yes

  • JeffExpress

    Posted 5 years, 10 months ago (Source)

    Curious to know why 'Crawling Sensation' gets an orange glow if its condition has been met and becomes castable, yet 'Fresh Offerings' doesn't get the orange glow when its condition is met and becomes castable.

    Considering they both require allies who died this round to be castable. It just seems a bit inconsistent.

    I agree it is inconsistent. We’re going to fix that soon enough. It drives me nuts!

  • Dovagedys

    Posted 5 years, 10 months ago (Source)

    I think most animations could use some speeding up. Biggest offender: Draven. Dude's animations need to be sped up by at least x2.

    Some in-game art is very poorly sized. Worst offender I've saw: Noxian General Dude (can't recall the name), who gets +1/+1 for each time someone was stunned or recalled this game. You can practically see pixels on him when you're browsing your cards/deck editor. Another one I can think of is 2/2 Damacian Dude who costs 4 and gets +2/+2 on attack.

    Thanks for the call out. We totally agree about Draven's Axes and we should have an updated animation coming soon.

  • Dovagedys

    Posted 5 years, 10 months ago (Source)

    Speaking of animations, Jinx's rocket specifically takes ages.

    Thanks for the call out!

    We agree about Jinx's rocket and we have an update for the animation coming soon!




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