We've got a fresh balance patch coming to Legends of Runeterra this week and all the details can be found below!
Quote From Legends of Runeterra We’ve seen a lot of conversation in the community lately on the topic of live design; players are passionate about it, and we’re passionate about it as well. We believe that live design is strongly connected to one of our fundamental beliefs, which is that every player should be able to have access to all cards and all decks without spending money. That fundamental aspect of Legends of Runeterra unlocks our team to be able to make card updates without punishing players for past card and deck acquisition choices.
Ultimately, our goal is to make Legends of Runeterra the most fun we can. When making live design decisions, we don’t focus on any single aspect. We use complex data models on card usage, region usage, win rates, deck lists, performance versus specific decks, different formats, different ranks, win rate disparity, performance over time, etc. We also consider a complex model of how decks feel relative to the meta, and we survey the community regularly to learn how players feel about cards, specific decks, archetypes, metagame health, game modes, cosmetics, future game content ideas… the list goes on and on.
We try to focus our changes to be as targeted as possible and to avoid collateral damage or unintended consequences to decks we don’t want to affect. Making a small amount of changes can have large impacts on the metagame. We also try to let the community find new ways to evolve playstyles and the metagame to change over time without live design card changes. One of the amazing things about the card game genre is the ability the community has to explore and discover new strategies that can dramatically shift the meta over time without any card changes. That process is fun, and we don’t want to artificially disrupt that process by implementing live design card changes too quickly or too often.
However, there are times when it’s clear that changes are necessary to ensure the experience is fun and exciting. Taliyah and Malphite are both clear examples that need live design attention. It’s an easy decision to make, because so many of our inputs into the decision making process clearly indicate that Taliyah, Malphite, and their primary deck are not meeting our standard. Irelia and Azir are not so obvious, because there are different inputs that contradict each other and it takes time to gather information to make a decision. In the first three weeks of Guardians of the Ancient we have seen Irelia and Azir’s deck rise and fall in popularity and efficacy. Over time, our decision on whether or not we should make balance changes on the deck has shifted.
We love the play pattern of Irelia / Azir, as well as Blade Dance. We’ve learned that a ton of players love it too, and we want to keep the feel of the deck intact. However, our most recent information indicates the deck is just too powerful, so we’re making two very targeted changes. We hope to maintain the fun while opening up opportunities for other strategies and to reduce the frustration of playing against it. We’ll continue to monitor the metagame as it evolves and will consider more changes going forward if necessary.
We’re always learning and improving Legends of Runeterra and our processes. Sometimes we’ll make mistakes, but we’ll always do our best to listen to all of our players, and improve along the way. We’re all on this journey together, and the community’s passion and love for the game inspires us to always do better. Thanks for the feedback over the last few weeks - keep it coming!Dovagedys
Champions
Taliyah (Level 1 & 2)
Base Stats:
- Level 1: 2|4 → 3|5.
- Level 2: 3|5 → 4|6.
Malphite (Level 1)
Level Up Requirement: You’ve summoned 12+ mana of landmarks. → You’ve summoned 10+ mana of landmarks.
Both Taliyah and Malphite have struggled to find a home in the meta. We like how the deck plays and these buffs add more power into the champions in a way that shouldn't drastically change their archetypes. Taliyah should feel a little more sturdy and Malphite should level up more consistently.
Followers & Spells
- Cost: 4 → 5.
- Base Stats: 3|3 → 4|3.
- Cost: 5 → 6.
- Base Stats: 4|5 → 4|6.
It’s become clear that the Irelia and Azir deck is too powerful. Ultimately, we decided to focus our changes on Inspiring Marshal and Blossoming Blade to ensure that our changes focus on this deck. We want to reduce the amount of collateral damage to other decks, such as Azir Burn and Azir/Lucian, both of which we think are healthy for the game. This specific deck will remain on our watch list and we will continue to monitor its performance over time.
Labs
Patch 2.9.0 brings new champions, powers, and more to Lab of Legends!
- New Starting Champions Added: Irelia, Zilean, Malphite, Lissandra, and Fizz have been added to the starting champion roster. Get a Malphite card back for completing a run with each of them!
- New Support Champions Added: Sejuani, Leona, Yasuo, and Viktor have been added as draftable champions during a run.
- More Powers!: 18 new Powers have been added - 10 Common, 5 Rare, and 3 Epic.
- Taliyah Rocks Now (Hopefully): Taliyah’s deck has been updated.
We’re making a few changes to Duo Queue: Shared Spoils as well:
- More Deck Consistency: Players can now bring 0-2 decks with them rather than 0-3, so they'll always see any decks they bring as options.
Queue Up: Players will be given a chance to add their teammate as a friend if they're solo queueing.
Miscellaneous
- As announced in the 2.7.0 patch notes, with the release of patch 2.9.0, Cross-Shard Friend Challenge will no longer be supported:
- As LoR continues to grow, we’re beginning to run up against challenges caused by outdated tech. Cross-Shard Friend Challenge is one of our main culprits, and it’s currently taking resources that we need to develop some of LoR’s most exciting features planned for further along in the pipeline. We’ll have more information on social features for LoR in the future.
- Overtime has been adjusted for Best-of-3 matches. While in Overtime, players now have 25 seconds to complete their turn.
Bugfixes
- Fixed a visual bug when attempting to purchase cards or prismatics while inspecting cards in the Collection.
- Fixed an issue where skin names were formatted incorrectly in some languages.
- Fixed an issue where a Quest had a duplicate criteria for completion.
- Scrying Sands now correctly gives an enemy -2/-0 even if the player casting it cannot Predict.
- Spellshield now correctly blocks Scrying Sands.
- Irelia should now correctly create Bladesurge in hand on attack the turn she levels up.
- Fixed an issue where champions with Barrier would sometimes incorrectly show the wrong keyword.
- Give It All should now correctly raise the power of allies with negative power.
- Moon Weapon should no longer cause spells to overlap in the cast region.
- Howling Abyss should no longer incorrectly trigger Deep or Sun Disc animations.
- Howling Abyss should no longer create invisible cards in hand.
- Vladimir's Crimson Pact should no longer incorrectly damage allies to his left if he is removed from combat before the effect.
- Several improvements to text across the game in our continued effort for text consistency.
Comments
In light of the reddit post made by Dova, could we get a short article on the site that highlights the new plan for patch 2.11?
"We made our game so free-to-play so that we can make frequent balance changes and it doesn't make you feel like you wasted your money on your decks." <-- the sentiment of Riot's opening paragraph.
*Counts the number of cards that got balance changes in the entire last 2 months* "Yep, they changed 6 cards." <-- me
Something here is very inconsistent. (I will admit, however, that they did make a big balance patch for 2.5, on March 31 -- there were 17 card changes + all 5 of Aphelios's moon weapons for a total of 22 changes). This patch *should* have been like that one. Instead we get 4 changes ... when there are at least 15-20 cards in the game that are at problematic power levels ... sigh.
More Lab of Legends and a card back? Sweet.
I admit I've not played a lot of Ranked recently. I'll give it another go after this patch, maybe.
Wait. They BUFFED Irelia?
Happy to see Taliyah/Malphite getting some love. Sad to see that Lissandra/Trundle getting away unharmed.
Very disappointing patch, balance-wise. Look at Impetuous Panda's survey on the LoRCompetitive subreddit, the community feels this is the worst-ever LoR meta in terms of game balance and deck diversity, and we just get 2 nerfs.
I was already taking a break from Ranked mode, now I'm just taking a break from LoR altogether. I'd go back to Hearthstone, but that's pay to win, so I think I'll just play the single-player Lost Portal CCG when I feel like playing on my phone. It's a great game, btw.
Not to say that the meta is good or anything but statement like "this the worst meta ever" are to be taken with a grain of salt. One thing I noticed about card game communities is that they have a tendency to get hyperbolic any time they don't like something ( Yes I have been guilty of this myself).
There are many viable competitive decks beside Azir/Irelia ( Thresh Nasus, Shavana/A.Sol, Ez Draven, Overwhelm Shurima, Lissandra/Trundle) so the whole no deck diversity is nonsense. The problem is that these deck tend to hard counter one another so playing the ladder feels like a coin flip.
The sad part is: when LoR was released people complained a lot of the game beeing too vanilla "boring" because there weren't that many unique decks (that warp the gameplay around their mechanics).
I told those complainers back then that this vanilla nature is what makes the game great and which is/was the basis for many even/only slighly favoured matchups.
Now we see what a diversification in playstyles and the creation in additional niche archetypes (that then also get pushed to be viable) lead to: very polarised rock paper scissor matchups, the need to run tech for specific threats, the resulting need for stronger more flexible/toxic removal like Hush and ultimately a game that is way less enjoyable.
I gurantee you: without Lab of Legends at least half of the current playerbase would have moved on playing another game because the core game got neglected quite a lot. Since call of the mountain they went quite the lazy road with expansions:
They devided expansions into 3 parts to keep up the hype (which doesn't work at all) so that the amount of added content is always rather small. Yet they always want at least 2 archetypes of these new cards to be competitive so they intentionally powercreep the game for the sake of "keeping the game fresh". This approach is simply not sustainable without balance powercreeping old content or nerfing new content.
Anyways: you will never reach unpolarised matchups with the likes of Asol, Riven, Irelia Azir, TLW, Noxus Burn, Soraka Tk, Targon's Peak, Nasus ...
All archetypes being released/buffed back to viability lately.
Riot has imo no grasp on how fundamentally different the game has become since rising tides and given RT was recieved very well by the community you might see why fundamental changes might be bad here...
That is true but even in the beta polarizing match up existed, for example frostbite cards were always a great counter to any Demacia deck. P&Z would also got countered by SI since losing unit to removal wasn't a issue for that region and they could heal from the burn damage with drain and life steal. Like you said however I definitely feel like they have gotten worse since Targon.
They however could still make many match ups less polarizing by adjusting some cards. No player is asking for perfect balance, take for example Equinox that card allow you to shut down strategies that revolve around cards like The Leviathan or Cithria the Bold. A one mana spell should not be able to negate a win condition, that just bad design. There are many cards like in the game currently which way people have lost their shit over the this patch.
Another good point you mentioned is this whole dividing expansion into three sets. I really feel like it's hurting the game, they should go back to one expansion or maybe two at most.
LOVE the new Lab of Legends stuff.
The balance updates on the other hand... bleh. The buffs to Taliyah and Malphite are nice I guess and the two nerfs seem all right, but I expected a little bit more nerfs to Azir/Irelia and I also wanted to see nerfs to Thresh/Nasus and TL/Watcher combo.
Edit: I also just realised that they didn't nerf merciless hunter :(
i don t know about balance update. It is fine nerfs, but i think they could nerf 2 mana return to your hand and create duet in hand. It s too much. Also. 1 mana 1million-1million is too much. But will see.
Happy for the Labs update. The balance patch... I don't know.
I agree, everything about the lab update I love, everything about the balance update I’m too much of a casual to know how it will affect the game